That recycled yank-the-keycard-off-the-corpse animation, though…
It doesn’t look like they learned much from Eternal. I think I’m going to give this one a miss. All I’m seeing is more mechanic overload, and a really annoying parry system that’s just going to result in about 1/3 of the monster roster being, “The only way to deal with this guy is to wait for his green attack and parry it, then you get to hit him once. Other than that he’s functionally invulnerable.” Yeah, because the Marauders were totally the highlight of Eternal, and absolutely didn’t grind the entire game to a tedious three minute halt every time you encountered one and played its silly song-and-dance.
I will happily don my asbestos underpants and declare that I really don’t like the direction the new Doom games are taking. Whatever this is isn’t Doom; they could have just as well slapped a new original IP over top of it without any difference.
Totally agree with you. I was a huge fan of Doom 2016 but couldn't get into Doom Eternal. Will reserve judgement until this is released, but I get the feeling I won't like this one either.
I couldn’t get myself to finish 2016 but I really loved Eternal. I’m on the fence about this one though. I’ll probably just wait till it’s cheap down the line. No big rush.
The fact that everyone but 4 people like Taylor Swift make her music great. The fact that all but 4 people use Tik Tok make it a great social media app. The fact that all but 4 people voted for Trump makes him a great president.
Or…
Maybe…
Doom has a history and is shifting further away from it in an attempt to capture a larger audience, like the skibidi toilet crowd that needs 24/7 overstimulation and nearly has a stroke when they need to use more than two neurons to perform an action…
2016 was good enough. More of that wouldn’t alienate anyone.
Someday I’d like to hope our game design sensibilities evolve enough that we can stop deflecting every negative review with “git gud”. There are absolutely things that hard games can design badly that don’t add to the overall enjoyment of the game.
Except they’re not. Most people like them and agree that they do add to the overall enjoyment of the game. Hell, I loved that part in the DLC when you fight two of them. It’s literally just a couple of people who are mad about them. So, yeah, git gud.
And here’s the thing with the Marauders, too. They were just in the wrong game.
If having to play silly distance and timing games with solitary enemies were Doom’s jam – If this were ever Doom’s jam – it would be one thing. But it’s not, and it never has been. The fuckers would fit right in the Dark Souls universe and nobody would even notice. But that’s just not how the rest of the game is structured.
The telltale heart thumping under the floorboard here is that the game feels the need to literally give you a popup that pauses the action the first time you encounter one for the explicit purpose of teaching you how to work the fight. If your mechanics are so non-discoverable that this is necessary, maybe that’s a clue that a stop and rethink is in order.
Doom Eternal was actually really bad at that across the board. You will recall that almost every new mechanic was preceded by an action stopping popup and in some cases an incongruous teleportation to a tutorial room to force-feed you the correct course of action (and the only correct course of action, which is my other gripe) for that monster or situation. Very few of its mechanics beyond stick-shotgun-down-monster’s-throat-pull-trigger are organically discoverable, and even the ones that could have been aren’t because of the tutorial popups.
I guess at least you can turn them off… If you know about them in advance.
I maintain it was more an issue with basing their fight around spacing, than teaching via popups. I didn’t even mind the many enemies that had unintuitive concepts like feeding them grenades. Once you attune to them, they’re simple enough.
Even after they teach you all that about Marauders, it’s not just a matter of how to shoot them, and when - but when NOT to. Plus hoping for their AI to act reliably as described.
Yeah, it also puts off people like me who are crap at games but still want to enjoy them. I am in my 50s and missed a couple decades of gaming. Recently got a steam deck and been trying to catch up. Recently finished bioshock! And I’m about halfway through doom 2016, enjoying it a lot. But I know I’m shit, I’m playing on little bitch difficulty and I still got stuck on a boss for two frustrating weeks.
My point is that some of their market is going to be people like me who don’t have time to put hundreds of hours into learning the mechanics but just want to have fun for an hour here or there and blow up some monsters.
I liked it. It was fun with friends too. It feels like almost everything wasn’t a controversy, though especially since the game has at least an element of satire. The real controversy was the misinformation and straight up lying of several YouTubers and Nintendo patenting the most generic bullshit.
I have about 100 hours in Hammerwatch, 200 hours in Heroes of Hammerwatch (mostly coop), but only 20 hours in Hammerwatch 2 (big miss for me). So for Heroes of Hammerwatch 2 I played the demo and was sold right away, played the demo again in coop and it was awesome as well.
This is the review I was looking for. Huge H1 and HoH fan but H2 was a big swing and a miss. So glad to hear HoH2 is a return to form. Thanks for sharing.
You take the role of a single character to explore the whole world. You can take quests, follow rumors, explore fortress mode forts that you made, etc. Combat is controlled directly, you can target individual body parts with wrestling or weapon attacks. And more.
My biggest problem with BL3 was the baddies. I never played BL1 (I know, I’ll get to it). But BL2 with Handsome Jack, you just love to hate him he was such an onion (with layers). And Pre Sequel was forgettable. BL3 was SO much fun the gunplay was fantastic, and some of the side quests were pretty alright. I just hope BL4 is not a cringe fest zoomer humor.
I’m a huge OG Mafia fan as well (I even ran the “official” Subreddit). I thought the sequels and the remake were pretty good with the exception of Mafia 3. It was a solid game by itself but not really as part of this series IMO.
Didn’t the remake rip out all the amazing period songs from the original OST? I remember vibing to Django Reinhardt as you’re driving was a huge part of it for me.
Mafia 3 was my favorite. It’s definitely a departure from the first two, but it was a good melange of mafia and blaxploitation genre tropes. It also continued the tradition with a killer soundtrack. I never got tired of the radio.
With 3, I felt like my time was being wasted every time I played. The dumb collectible things are spread just far enough apart that it makes them a pain in the ass to collect them on foot, but not so far that a car is convenient (because the animation to get in and out of vehicles takes too damn long imo) either. The weird “lock picking” mini game where you just wait for the two bars to meet then press a button was stupid imo. I only ever got so far to do one of the ally’s side missions, and it was just “drive a boat all the way through the city and bayou to pick up some drugs or whatever, then drive the boat all the way back.”
The entire game is largely about deeply flawed people continuously making incredibly bad decisions that are violently consequential. It’s not necessarily bad writing, and I completely get the theme that’s trying to be gone for here, but by god it’s a frustrating mess of a situation that only gets worse. I want to like the game a lot more than I do, because technically and gameplay wise it’s incredible, but I don’t know if I ever want to go through that storyline ever again. It fills me with a deep uneasiness just thinking about it.
Yes, but as a theme goes it’s like putting too much salt in some food, at least for my taste. Don’t get me wrong, I do like a good flawed cast of characters, the theme in general is good, but the execution just didn’t land for me.
I think if I could empathize with the characters a bit better it might have landed a bit better? As an interactive medium I think the character you control and yourself needs to have some level of shared goals, or at least the ability to understand their actions. I didn’t feel that for 90% of the game, it was like watching a soap opera where the characters don’t act like people. I can forgive that of the main two in concept, who are powered by bloodlust, but frankly they don’t act enough like maladjusted revenge golems to make it believable to me that they’d continuously make these terrible decisions.
Something else was that the theme got a bit muddled towards the end in terms of revenge. The theme is that revenge bad, violence begets violence, violence corrupts you etc, but after Abby does her thing she gets such a glow up over the course of her campaign, both as a character and in her situation, that the theme feels mixed. Hell, for most of the time you could kind of forget that it’s Ellie doing all of this because there’s the internal politics and fighting completely unrelated to what’s going on. Very little of Abby’s issues actually revolve around the revenge issue. Without the theme being clear on this stuff it becomes muddy exactly what the point is, and it feels like violence for violence sake. Like someone was out to prove that humanity is garbage, instead of being a warning against doing garbage things.
I also can’t help but feel it pulls the assassins Creed 2 problem with forgiveness being learned. I think it’s a good theme in concept, but after spending an entire game mercing a bunch of people both tangentially related or unrelated, it’s a little hollow. Even then though, I could see it working, but the fight at the very end kind of ruins it for me. If she lets Abby get on the boat immediately, that works better because she made the conscious decision to forgive. If she actually kills Abby, funnily enough I think that also works. Seriously, for where the game has been the entire time I think her doing it, but the audience knowing it was wrong would actually go a long way towards making the game as a whole feel more cohesive. Hell you could have done a player choice at that point, and even that could have worked.
It’s something I’m still kind of thinking over to this day because it’s such a unique problem to encounter in a game like this. Again, I do want to like the game, it does a lot right, it’s a good game. But yeah, bit of a yuck thinking about it.
What a great breakdown on your thoughts, thank you for sharing. I’ll admit it’s not a perfect game but I think it worked for me much better than for you. When the game switched to Abby I had this sense that the writers were going to try and make me feel something besides hate/contempt for her and my immediate reaction was “Good fucking luck.”
But it really worked and as the narrative unfolded with Abby I found her to be a very sympathetic character and by the ending I was more worried about her than Ellie.
When I realized this I felt super conflicted because - who didn’t care about Ellie going into Part 2? And I think that message about having empathy for people you hate was such a powerful theme to make a whole game about that I was willing to let a lot of the smaller narrative mistakes go.
All good mate, I like being able to go through this stuff from time to time because it helps me refine my own thoughts about stuff.
I definitely feel the same way about Abby, though I think it does get off to a rocky start by kind of cliffhangering the end of Ellie’s story. Still it did totally work in the long run.
I did have empathy for Ellie going into the game definitely. I think the game using that as a starting point and was incrementally raising her actions so the audience would naturally come to the conclusions she does at the end of the game regarding violence and vengeance. How effective this is might be dependant on the point the audience comes to these conclusions. I think it might just be the exposure to these kinds of stories I’ve seen, but I kind of got what the game was going for pretty early, and it felt like it just kept kind of bludgeoning me with the moral the longer it went on, like it wanted to bathe in the horrible mess Ellie was making. That was partially why I was hoping for it to be a subversion at the end I think? Kind of have it be a tragedy of character, kill Abby, and the forgiveness that she couldn’t give to another also means she deserves no forgiveness herself. As it stands it’s kind of there, but feels like it stumbles at the end, at least for how it hit for me.
I don’t think the narrative made too many mistakes honestly. The world building in general is great, the characters are believable, maybe just didn’t resonate with me personally.
I might actually replay it at some point to see how I digest it. I feel like I might be sort of out of step with this series anyway, I know people love the first game but I can’t get over the idea that the fireflies were just going to crack open Ellie immediately, like characters we know besides, that seems like an extremely bad idea to jump immediately to that conclusion. That’s something crazy mad scientists do, not actual medical experts or researchers. I try to just assume that it’s logical somehow in the logic of the world, I think the rest of that game is actually great, but that one thing keeps nagging at my brain. Anyway, tangent over. Hope you have a good day as well!
They’ve been working on it since they finished the next gen update for 3. That’s about two years now.
They’ve also said they learned their lesson with CP2077, so they aren’t going to give release dates or spend massive amounts on marketing this time around.
They’ve been working on it full time for two years. That’s two years they’ve been working full time on it. The full time development has been in progress for two years. For two years, the developers have been working full time on the game.
Did I mention it’s been in development for two years?
So then don’t buy it at launch and wait until it goes on sale. CP2077 ended up in a excellent state. Then you have the bonus of supporting only their fixed products while also not paying full price.
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