The lack of ammo is solved with the chainsaw. That’s why they give you puny zombies in every battle. They’re easy to kill for a little health, and it only takes one charge of the chainsaw to fill up on ammo.
Doom rewards you for playing aggressively, much more so that the OG game did. They want you to get right up into the thick of it, not corner peek with your shotgun.
Definitely fair if that’s not your type of game though. It’s plays quite different from the original.
It took me a while to figure out how important higher level pictos are for their stat boost. Your base stats become basically irrelevant at one point when you can give a character 500 defense with one picto.
(Which from my perspective is very silly — what’s the difference between them making a kajillion dollars in the fall and them making a kajillion dollars in May?)
This “article” was written by a moron who doesn’t seem to know anything about the stock market. I guess it shouldn’t be too surprising for Bloomberg.
I think those glitches work because some menu interactions slow the game down intentionally (for like half a second) and players have found ways of abusing the slowdown’s interaction with game physics. So I don’t think framerates are relevant to that, but I may be wrong about that.
Doom Eternal had similar glitches where the weapon choice menu slows time down to let you make a selection, and you can abuse that slowdown by spamming the jump button to launch yourself really high. I believe speed runners bind the mouse wheel to jump so they can super launch themselves.
SnapMap is a built-in map editor. It lets you build simple maps made of prefab rooms. It’s clunky and very limited. Really nothing particularly interesting considering the history of OG Doom’s decades-old fan-made map scene.
I’m still surprised how well received it was, not because I disagree, but just because of the numbers. It’s currently sitting at 95% positive ratings on Steam, and that’s with 229k reviews, for a game that plays so different from what gamers expected out of FromSoft.
It’s more cod-like right now, but it’s still more strategic and 3-dimensional. I think once people start getting to know the maps better and strategies start to develop more, the run-and-gun style of play will slow down and people will play more carefully and more objective-oriented.