![]() You also don't need to always think about weak points - Arachontron weak points are not really important to hit for. If you do stick with it, you get an increasing number of options to deal with things. The fact that the DLC just doubles down on a lot of talking points which were met with some criticism makes me convinced, if nothing else, that they knew exactly what they were doing. It's one of the most "game-y" games to have come out in recent history, eschewing any pretense of making up for its shortcomings by doubling down on all the things it does so well, and while that results in a lack of elegance it makes for a game that's way more interesting at a design level, and has way more staying power. It was an exhausting game to fully commit to and I wasn't sure if I was entirely ready for more of the same since it seemed like that's what they could've just done for the sequel.Įternal's overall pacing, level design and mechanics just made for the most entertaining shooter I'd played in a long time, and one I was more than eager to revisit almost immediately upon beating. While I liked Doom 2016 a lot it was with some apprehension I approached Eternal since I felt Doom 2016 really, really dropped in quality after the Hell level and just dragged to the finish line. Just wondering what other people reckon to it all. Combat encounters do feel a little exhausting at times, but I’m still acclimatising to the game.įrom everything I‘ve read, how I gel with the new combat over time will determine if I ultimately enjoy it more. It’s different, better in some ways, perhaps worse in others. I’m not saying one game is better than another, I just felt compelled to write something based on how the game feels to me. In Doom 2016 you were on the ultimate power trip and while that‘s still intact here in Doom Eternal, it feels like resource management is the name of the game.Īnd none of the above mentions the changes in storytelling style or how the game teaches the player its mechanics, or how I can barely read a bloody thing in Doom Eternal because the text is tiny!Īs I said, I’m only a few levels in. at its worst, you’re overwhelmed by swarms of monsters, trying to juggle several weapons with no ammo and squinting to figure out what you can and can’t use based on cooldowns you can barely see. When Doom Eternal’s at its best, you’re tearing around the map, swinging on monkey bars, cycling through your arsenal and topping up you’re health to perform an adrenaline-fuelled comeback. It embraces what made 2016 so good, but feels so different. But I’m not at all, I’m only three or so levels in. You might think I‘m taking Doom Eternal to task. What was a non-stop shoot-a-thon is now a rollercoaster of peaks and troughs with action broken up by light exploration, puzzles and platforming.Ī game that already felt gamey - and for all the right reasons - now has glowing green 1up helmets, purple doors with harder challenges and ‘dash refills’ randomly scattered throughout each level. ![]() Environmental continuity gives way to wildly different locales, as a result. ![]() You’ve got more mobility options than ever before - and you’ll need them because you feel a lot more vulnerable than in the previous game.Īn ever-escalating party of violence on Mars is now a globe-trotting adventure from the Doom Slayer’s batcave orbiting the Earth. The visceral shooting is now augmented with a new combat rhythm that forces you to switch things up all the time. It simultaneously doubles down on the crunchy gunplay, frenetic movement and celebratory violence found in the first game - while also going in a completely different direction. Doom Eternal is a strange sequel to Doom 2016.
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