I’m having a blast with it. It’s a break from the design ethos that was Doom Eternal. So if you’re looking for more Eternal you’ll be disappointed. This one wants you to play significantly more aggressively.
Your opinion is going to depend on what you’re looking for in a doom game. It isn’t quite like DOOM 2016. It’s less like DOOM eternal. No dashes, less aerial combat, and less of the rock paper scissors gameplay.
It’s geared more towards “stand and fight” gameplay. It’s still run and gun, but more about parrying and staying in the enemy’s face. The shield has interesting play associated with that.
If the atmosphere is what you’re looking for, it actually is closer to Eternal. You’re present for the fall of a planet, so the atmosphere is functionally the same.
If you are for the lore, it is lore rich and rather engaging.
All that said, if you can wait for a sale, go for it. It feels like a DOOM game, but it’s not what everybody expects in a DOOM game.
It feels like a DOOM movie. I was genuinely excited for the cutscenes because I thought something actually cool would happen, only to get sucked into to yet another railroad dragon section, even worse railroad mech section, or mission filled with ‘kill enemies to break shields’.
Idk, the ‘stand and fight’ gameplay stopped being fun when I realized that 80% of the guns were just functionally worthless and parry spam + impaler would solve all, not some, all of my problems. For 20 hours. Of basically the same mission objectives over and over and over.
I’m just gonna go back to playing Eternal if I want DOOM. ID fucked up DOOM 3, again (IMO).
Edit: I’ve beaten every DOOM on nightmare. If Eternal had ammo economy issues (which is a hill I will die on, even the newbies I got into Eternal didn’t struggle with ammo) then Dark Ages has an overabundance problem. Why would I ever switch weapons when I have the ammo economy of Eternal on crack and switching weapons puts my shield down? Why play a DOOM game if not for all the different weapons to kill demons with?
80% of the guns were just functionally worthless and parry spam + impaler would solve all, not some, all of my problems
That’s kinda all guns. Seems like ID wanted to please all those people who said they hate the “forced” weapon switching in Eternal and just made everything strong against anything.
This is my biggest complaint now that I’m farther along. There genuinely isn’t much reason to switch weapons, especially with ammo so easy to get just by spamming melee. Since you can just stand in front of everybody and parry, range doesn’t matter at all.
It’s so sad to see. I’ve spent way more time listening to the soundtrack than playing, I’ve listened to it working out, I’ve listened to it at work, I listen to it when commuting - his work is just amazing. All that lost because a higher-up fucked up and didn’t care enough to mend the relationship. Whilst straight up lying about the events of what really happened on reddit, of all places.
Holy shit that was a ride to read. Thank you for posting this. I remember the post from Marty shitting on Mick but had no idea he had responded nor the depth of fuckery that occured. It’s a damn shame Mick was treat that way
Honestly, Gordon has a huuuge fan following now, and it’s sad to see how he was VERY close to like gaben levels of influence, and one shitty suit threw that all away. Gordon is still awesome, but Doom and him were a match made in heaven that’s sad to see go away. I’d venture to argue that everything that made the doom reboot special was from him: the sound design, the music, the vibe. Most people do not appreciate audio in the way I do, but almost everybody hears it and experiences it, even if they don’t consciously know. Meaning, everybody knew it was special, but most people don’t realize the depths of which it is the audio doing it. We were all robbed the day this all went down with Mick Gordon, and I will never forgive Bethesda for it, and until they fix it, will never, ever spend a cent or say a good thing about them. It is that big of a deal. Doom and Bethesda are dead to me. My condolences to the other talent that work there.
Wow man that marty guy what an extremely unprofessional dickbag. Im off to find a way to purchase something Mick has released and hopefully to leave an encouraging comment. Will report back.
Something like this does not bode well for bethesdas reputation. This other company, ID software? Purchased by zenimax or whatever, are they considered contractors for bethesda? They seem to be behaving like shell companies
Id used to be like the realest of the real hardcore pc gaming companies. It’s where John carmack claims his fame and id made doom and quake in the 90s, and where half life got its engine from and why games like counter strike and valorant exist, and why insane movement games like Titanfall exist.
I’m not talking about who they are now, mostly because I don’t really know, but, historically, they have a FUCK TON of positive karma built up, but since the 2000s, have generally been an engine studio, with their games all generally being tech demos for said engine, id-tech.
Fun fact: “id” (pronounced like the last part of “kid”) is a psychology term, referring to one of three parts of your psyche (the other two are ego and super-ego) that wants to gorge, fuck, steal, and eat, right now. Which is, I suspect, why they make games that are pretty violent, and satisfying to that part of our minds, generally… Probably.
Yes, it’s very fun. I’m not sure why you’re so pessimistic on it, it’s another good DOOM game and vast majority of reviewers never get paid to hype something up. I’m not too far in it yet but first impressions is that it’s closer to Doom 2016 than Eternal, there isn’t much platforming or acrobatics.
The only thing I’m not sold on is the story. They added a lot of story and cutscenes. I have no idea what’s going on honestly. Feels a lot like they added too much Warhammer 40k to the Doom franchise.
Thanks. Glad to hear this. I’ll definitely be buying it, just depends how long I can wait.
not sold on is the story
This was how I felt about eternal. The lore was overdone, didn’t have the doom “feel”. 2016 had simpler lore, very well done, that kept with what I felt the doom theme feels like.
That being said if the gameplay is fun, that’s what’s important.
Not talking about any reviewer in particular, but in general, even if they don’t get payed, they get the game for free and usually have affiliate links to buy the game, so there’s at least a couple of incentives to do a better review.
Again, not accusing anyone, but the potential for bias/conflict of interest is something to keep in mind when watching those types of reviews.
Boardgame ports are nice, but sometime difficult on a small screen. I am also enjoying Star Traders: Frontiers. There are even the Old Total Wars games. All this are not free though. Netflix has several good games if you are subscribed.
I didn't want to deal with Glarthir this time so I just flat out refused and he took the matter into his own hands. This includes a big battle axe, to give you an idea.
Managed to steal a lot of money from him without having to actually do anything for him lol
I’m the same, I couldn’t be bothered this time so I told him I wouldn’t help. Didnt know he was gonna do that, I feel guilty now. But I like to role play so hey it’s just more lore for my character
Bethesda is known for crashes that happen later in the game, due to memory leaking in now progresses save games. If I remember correctly, they had multiple issues with original Oblivion and even Skyrim where the save game would cause loading so much stuff into memory that there was little room left. Crappy memory cleaning then did the rest.
I know Fallout New Vegas and I believe 3 had the same issue. I’d have to assume it’s Gamebryo issue, or just something about the way Bethesda does the save system. I didn’t know Skyrim had this issue. I guess it’s a very faithful remaster, even in the parts I wish got left behind
I’ve been enjoying Pocket Rogues lately. The full version. I’m not a huge fan of roguelights and I hate roguelikes, but since I currently can’t afford a replacement for my old busted laptop because I’m disabled and poor in America, it’s really not easy to get games that are worth a damn. I do have one of those controller adapters for my phone so that it’s actually playable. I tried to using it for Minecraft but Minecraft was never meant to be played on a console and shoehorning it onto one was a bad idea from day one.
As someone who grew up with New Vegas on PS3 it’s definitely giving me flashbacks lol. I’m at 36 hours playtime and it’s not nearly as bad as I remember NV being but still, it’s a rough issue
Fwiw, I’ve played through almost the entire remaster and only started having issues towards the end, just a bit of typical Bethesda “let the modders fix it” Software save crashes.
Say what you will about what it did with the characters, but Sly 4 took the level design and art to new heights, and that was thanks to modern advancements in graphics.
Jak hit differently though. It had a good mix of great platforming and creative use of graphics. If anything without Jak I wouldn’t have played rift apart or sly.
I’m saying is that modern game engines and rendering tech allow a lot of the things that are good about these games to be turned up to eleven, both in terms of gameplay and art.
I will heavily disagree with you on your evaluation of Sly 4. The higher fidelity models doesn't really add much to the characters that you couldn't glean in prior entries in the series, and really only serves to give the characters a more plastic style all while minimizing the features that made them so memorable - their cartoonish aesthetic and stylized design. Not much changed on the design front for any of the major cast, besides more detail regarding their costumes.
I will admit that more details on the smaller bits of their costume would be nice in the older entries, but compromising the style and aesthetic is a much worse tradeoff for what was gained.
There's many other people evaluating the level design in Sly 4 so I won't go into that too much, but suffice to say, Sly 2 has comparable level design, and some are better in my personal opinion, but Sly 3 has the best level design of the franchise. None of those level designs were hindered or empowered by graphical capabilities. The only part that would have a noticeable impact, if anything, would be the post processing effects from some abilities in Sly 4, but I don't really think those added that much to the experience, as most are gimmicks and costume based, meaning they are only used to solve puzzles and don't play any further part in your arsenal except when the game specifically calls for those abilities.
Now I don't disagree that modern computing power could make the series much better, but AAA has this tunnel vision on graphical fidelity, when the indie scene has proved time and again, style always has and always will trump substance.
Ratchet and Clank made the transition successfully because they didn't overblow the graphical fidelity on Clank, it simply looks like a higher quality model of his early iterations, and has been made easier due to the armor and other sci-fi bits of technology in the series, as the genre scales better with the raw fidelity that most AAA developers pursue than other franchises.
Doesn't really help either that the first step that the Sly franchise took into this modern era was spearheaded by a third party studio. I'm not gonna bash Sanzaru that much, as it's clear they had to put in a lot of work to approach Sony and Sucker Punch to even get permission to work on the franchise, and it shows in the humor of their mission design, although they were uncertain of themselves and it shows. So not only was Sanzaru dealing with the difficult position of having the newest entry of a beloved franchise, but also coming up with ways to modernize the gameplay and graphics in a franchise almost iconified in the early 2000's comic and cartoon aesthetic.
It's clear they had more to juggle than could have honestly been expected of them, not the least of which that the franchise had been dead in the water for 8 years at that point, as the industry had slowed to a crawl after the creep of design scope and the upscaling of the industry caused much of the workflow to stagnate or recursion in on itself.
Abiotic Factor, which is a new open world survival game based on a mix of og Half-Life and SCP, so the graphics and models look like they come from the 90s or early 2000s.
Hands of Necromancy (and pretty much all other GZDoom games for that matter) all look like they came right out of 1996 - with the exception of Selaco. That game is actually beautiful.
Going Medieval has a slight pixel/voxel look to it.
There’s also Ultracop, which I think is made by one person and also looks straight out of the 90s. It’s also only like $2 and it’s a decent time waster.
There’s actually somewhat of a resurgence for retro-ish games even among new gamers.
General consumers are mostly keeping up with the latest releases or updates because that’s what their friends or streamers are talking about. High fidelity adds to that but I don’t know if that’s the big draw. Especially since things like Roblox, Minecraft, and Fortnite seem to be the juggernauts right now.
Its just harder to create new conversations around something like Ps2 games because all the talk around them has passed.
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