Compara los precios de DOOM VFR [VR] en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por id Software. Publicado por Bethesda Softworks. Lanzado el 30/11/2017. Disponible en PC. Géneros: Action. Puntuación Metacritic: 69/100.

Standing inside a UAC corridor while an Imp charges at you lands differently than you'd expect - but polished execution is where DOOM VFR starts to wobble.

My first honest reaction to DOOM VFR was pure, dumb glee - the moment a Cacodemon floated into my face and I unloaded a Super Shotgun at point-blank range, I understood exactly what this game was trying to do. The problem is that feeling of raw, physical presence sits inside a four-to-five-hour package that compromises Doom's defining qualities in almost every direction to fit it into a headset. The setup is a side story running parallel to the 2016 reboot. You play as a UAC scientist who gets killed by a Pinky demon before the opening tutorial is done, and your consciousness gets uploaded into a combat chassis to stop the hellgate. It is, appropriately, just enough narrative scaffolding to justify the carnage. The arsenal is familiar - Super Shotgun, Plasma Rifle, Rocket Launcher, all with moddable secondary fires - and the demon roster brings back Imps, Hell Knights, Revenants, and Cacodemons in locked arena encounters that bookend each level. Telefragging, where you stagger a demon and teleport directly into it to explode it for health, replaces glory kills as the core resource loop. It works, but it is a lighter, less satisfying substitute for the brutal finishing moves Doom fans came to love from the reboot. Movement is where DOOM VFR earns its mixed reputation. The game offers teleportation and a directional dash system for locomotion, plus free smooth movement for those with VR legs. Teleporting works, but it constantly breaks the momentum that made 2016's Doom so relentless. The controls themselves vary wildly depending on setup - on PC with a Vive or Rift and free locomotion enabled, the experience is meaningfully better. Without it, the inconsistent teleport targeting, clipping issues during close-quarters fights, and an awkward weapon wheel make the moment-to-moment play feel clumsy compared to contemporaries like Superhot VR or Robo Recall. Visually, VR rendering demands have taken a real toll: textures are noticeably muddier than the base game, lighting effects are stripped back, and the visual downgrade is impossible to ignore if you played the 2016 original first. What DOOM VFR does exceptionally well, even now, is atmosphere. Being physically inside the UAC facility on Mars - peering down corridors, watching a Hell Knight stomp toward you - creates a presence that no flat-screen version can replicate. Mick Gordon's soundtrack still hits hard through a headset, and the arena fights, while brief, are genuinely intense when the locomotion cooperates. There are also small fan-service touches: Marine Guy collectible figures scattered through levels, and a hidden match-three minigame on one of the facility computers featuring classic demons. None of that fixes the short runtime or the lack of glory kills, but it shows that id cared about the details even when the broader execution fell short. The bottom line: this is a game that works best as a proof-of-concept demo that ran a little too long. Doom fans with room-scale VR setups who want to spend a few hours physically inside the franchise universe will find enough here to satisfy a curiosity. Anyone expecting the full aggressive rhythm of the 2016 reboot, or coming from stronger VR shooters, is likely to feel shortchanged. Go in with calibrated expectations and a good headset setup, and there are moments that genuinely land. Go in expecting Doom-in-VR, and the teleport stumbles will frustrate fast. Alex, Scout Team

DOOM VFR [VR]

DOOM VFR [VR]

30 nov 2017id SoftwareBethesda Softworks
GamerScout opina

Standing inside a UAC corridor while an Imp charges at you lands differently than you'd expect - but polished execution is where DOOM VFR starts to wobble.

PC
Steam Deck UnsupportedProtonDB Gold
Mejor precio disponible
1,15 €-92%
en Eneba
Mínimo registrado: 1,00 €
Sigue este precio

Veredicto de GamerScout

Best for DOOM fans with room-scale VR who want atmospheric immersion and can forgive a short, locomotion-hampered campaign.

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EnebaMejor precio
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1,15 €-92%
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StandardGlobalSteam KeyClave
1,36 €
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1,49 €-90%
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1,54 €
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1,54 €
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3,90 €-74%
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Historial de precios

Mínimo registrado
1,00 €5 jun 2026
Mejor precio actual
1,15 €
Tiendas de claves
0,79 €1,53 €2,26 €3,00 €5 Jun23 Jun11 Jul28 Jul15 Aug
5 jun — 15 ago
Crear alerta

Capturas y multimedia

Acerca de DOOM VFR [VR]

My first honest reaction to DOOM VFR was pure, dumb glee - the moment a Cacodemon floated into my face and I unloaded a Super Shotgun at point-blank range, I understood exactly what this game was trying to do. The problem is that feeling of raw, physical presence sits inside a four-to-five-hour package that compromises Doom's defining qualities in almost every direction to fit it into a headset. The setup is a side story running parallel to the 2016 reboot. You play as a UAC scientist who gets killed by a Pinky demon before the opening tutorial is done, and your consciousness gets uploaded into a combat chassis to stop the hellgate. It is, appropriately, just enough narrative scaffolding to justify the carnage. The arsenal is familiar - Super Shotgun, Plasma Rifle, Rocket Launcher, all with moddable secondary fires - and the demon roster brings back Imps, Hell Knights, Revenants, and Cacodemons in locked arena encounters that bookend each level. Telefragging, where you stagger a demon and teleport directly into it to explode it for health, replaces glory kills as the core resource loop. It works, but it is a lighter, less satisfying substitute for the brutal finishing moves Doom fans came to love from the reboot. Movement is where DOOM VFR earns its mixed reputation. The game offers teleportation and a directional dash system for locomotion, plus free smooth movement for those with VR legs. Teleporting works, but it constantly breaks the momentum that made 2016's Doom so relentless. The controls themselves vary wildly depending on setup - on PC with a Vive or Rift and free locomotion enabled, the experience is meaningfully better. Without it, the inconsistent teleport targeting, clipping issues during close-quarters fights, and an awkward weapon wheel make the moment-to-moment play feel clumsy compared to contemporaries like Superhot VR or Robo Recall. Visually, VR rendering demands have taken a real toll: textures are noticeably muddier than the base game, lighting effects are stripped back, and the visual downgrade is impossible to ignore if you played the 2016 original first. What DOOM VFR does exceptionally well, even now, is atmosphere. Being physically inside the UAC facility on Mars - peering down corridors, watching a Hell Knight stomp toward you - creates a presence that no flat-screen version can replicate. Mick Gordon's soundtrack still hits hard through a headset, and the arena fights, while brief, are genuinely intense when the locomotion cooperates. There are also small fan-service touches: Marine Guy collectible figures scattered through levels, and a hidden match-three minigame on one of the facility computers featuring classic demons. None of that fixes the short runtime or the lack of glory kills, but it shows that id cared about the details even when the broader execution fell short. The bottom line: this is a game that works best as a proof-of-concept demo that ran a little too long. Doom fans with room-scale VR setups who want to spend a few hours physically inside the franchise universe will find enough here to satisfy a curiosity. Anyone expecting the full aggressive rhythm of the 2016 reboot, or coming from stronger VR shooters, is likely to feel shortchanged. Go in with calibrated expectations and a good headset setup, and there are moments that genuinely land. Go in expecting Doom-in-VR, and the teleport stumbles will frustrate fast.

Alex
Alex · Scout Team

Catch-all

Etiquetas

steamTeleport LocomotionVR RequiredArena CombatTelefrag MechanicSingle Campaign OnlyMotion Sickness RiskFree Locomotion OptionDemon Slayer

Requisitos del sistema

Mínimos

Processor
CPU: Intel Core i5-4590 or AMD FX 8350 or better
Memory
8 GB RAM
Graphics
Nvidia GeForce GTX 1070 / AMD Radeon RX 480 or better
Storage
17 GB available…

Recomendados

Processor
CPU: Intel Core i7-6700K or AMD Ryzen 5 1600X
Memory
16 GB RAM
Graphics
Nvidia GeForce GTX 1080 / AMD RX Vega 64
Storage
17 GB available…

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Community Discussion

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Reseñas y valoraciones

Metacritic
69
Steam
54%(3,269)

Información del juego

Desarrolladora
id Software
Distribuidora
Bethesda Softworks
Fecha de lanzamiento
30 nov 2017

Alerta de precio

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Mejor precio1,15 €
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Preguntas frecuentes sobre DOOM VFR [VR]

¿Cuánto cuesta DOOM VFR [VR]?

A 15 de agosto de 2026, la oferta más barata disponible de DOOM VFR [VR] es €1.15 en Eneba, de entre 6 ofertas activas que seguimos en tiendas de claves verificadas. Los precios cambian a diario — la tabla de esta página se actualiza continuamente.

¿Dónde puedo comprar DOOM VFR [VR] más barato?

El precio más bajo disponible que seguimos para DOOM VFR [VR] es €1.15 en Eneba (15 de agosto de 2026). Comparamos 6 ofertas activas de tiendas de claves verificadas — la tabla completa con cada tienda y su puntuación de confianza está en esta página.

¿En qué plataformas está disponible DOOM VFR [VR]?

DOOM VFR [VR] está disponible en PC.

¿Cuándo se lanzó DOOM VFR [VR]?

DOOM VFR [VR] se lanzó el 30 de noviembre de 2017.

¿Quién desarrolló DOOM VFR [VR]?

DOOM VFR [VR] fue desarrollado por id Software y publicado por Bethesda Softworks.

¿Merece la pena comprar DOOM VFR [VR]?

DOOM VFR [VR] tiene una puntuación Metacritic de 69/100, lo que lo convierte en uno de los títulos destacados de Action. Mira las reseñas completas, las valoraciones y los tiempos de duración en esta página para decidir.