I always adopted these two before modding the game. Now, they have 4 other brothers and sisters, sleeping in a big room in Whiterun. They play endlessly under the watch of my wife (90% of the time, Ysolda), my housecarl and the dog from the dawnguard.
I’m pretty sure it’s implied that Doom & Doom II weren’t fully removed from the continuity, though.
IIRC, the original games end with the Doom Marine stuck in hell… Which is also where they found the Doom Slayer. Additionally, despite his background with the Argenta, the Slayer is confirmed to be human in an audio recording; and his Praetor armor is similar enough to the UAC Elite Guard armor that he can upgrade his armor with tokens taken from dead guards.
So… In short, the Slayer might still be the Marine, but with a ton of interstitial backstory that kind of renders his actual origin irrelevant.
It is essentially confirmed that the Doomslayer is the same Doom Marine from Doom 1 and 2. Doom 3 is canon but the protagonist is a different guy. 2016/Eternal pick up the story of the original guy.
That’s the beautiful part. There doesn’t need to be lore and backstory and all that other bullshit if all you want is a shooty game. Just…“demons on mars/ demons on earth now” for those that just want to move from set piece to set piece. For those that like exploring every nook and cranny there’s more.
Doom 2016 kind of felt like it hit the sweet spot between the two. Just enough lore to be interesting, but still grounded in a simple premise. Then Doom Eternal had so much lore I actually had to check that I hadn't missed a game where all this stuff had been introduced.
In the stealth section there are static guards and patrolling guards. At the bottom of every turn the players pull from a deck of cards which says which of the patrolling guards will move and also a special event- this can be the meter towards the alarm ticking down, some of the guards reversing direction of their patrol, or reinforcements prestaging just off board.
During stealth if a dead guard or a player character is spotted by a specific guard, it will shout alerting other guards inside a certain radius and act according to the combat logic. At this point the stealth section will likely shortly end because of all the negative stealth modifiers.
In the combat section, enemies will move towards and fire at whatever spotted player character is nearest. The combat is very simple, which is balanced by it being very difficult for the players to survive, which means you want to delay combat as long as possible.
The box comes with 9 different missions, and there are expansions with more missions and player characters. I’ve only played just this once so far though.
Professor oak got all the kids in town to leave so he could be the sole stud next to the two baddies who suddenly have no responsibilities living next door, change my mind
Mechanically I don’t think anything changes with the number of players, since you always have 4 player characters no matter how many players.
I personally don’t think it would be as fun solo. You would have more control and precision which might appeal to certain people, but for me the chaos of having other people doing things and having to negotiate a plan where everyone is constantly inputting was part of the fun.
lemmy.world
Aktywne