Doom 2016 vs doom eternal5/2/2023 ![]() It was relentless and exhilarating, and difficult too. I had to constantly think about which enemies to deal with first, never stopping for a breath, using jump pads and cover to my advantage. One battle in particular, towards the end of the demo, felt like spinning plates. “A game that gives you something to master is a game that’s worth playing.” ![]() That’s the key ingredient to engagement,” says Hugo Martin, using that word again. You aren’t at the whim of a level designer, it’s in your hands.” “Or if you need armour, you can use the flame belch. You can find it in the world as usual, but really it’s about glory killing enemies. “If you’re low on health you know you have a tool to get some. “You were empowered to make those decisions,” says Marty Stratton. It's some of the most exciting, dynamic first-person combat I've ever played. Need armour? Roast an enemy with your new shoulder- mounted flamethrower and they'll spit it out. If you need health, perform a glory kill on an injured enemy-a brutal, gory instant takedown. Between the different guns, each with their own alternate fire modes, a new crop of demons, all of whom behave differently, and a range of new abilities, there’s tons to think about in every firefight. I admit that I found the previous Doom a little repetitive, but playing Eternal, I’m struck by how varied it is. We really want the moments between the fighting to be interesting.” There are some fun, simple, but engaging puzzles in there too. “There’s a lot of exploration and secrets, which are of course a big part of any Doom game. We want you to engage with these more this time. But the in-between spaces, the glue of the level, aren’t just about getting you from one place to the next. There’s a grandeur to the combat arenas, or combat stadiums as Hugo likes to call them, in Doom Eternal. “In the later levels especially it felt like corridor, arena, corridor, arena. “As fun as the last Doom was, there was a monotony to it,” admits Marty Stratton. All of this feeds into the idea of being the Doom Slayer, reinforcing his role in the world.”Īnother thing I notice in my demo is how the flow of the level feels much more organic than anything in the 2016 game. “Every action the player takes is an aggressive one, whether it’s jamming your hands into a rock face and climbing like a bear, breaking chains apart, or smashing through a wall. “As long as the solution to every problem involves the player being aggressive somehow, it feels like Doom,” says Martin. I ask the developers how, with all this wild new stuff going on, they’re staying true to the distinctive feel of the series. But occasionally I have to remind myself that I’m playing a Doom game. ![]() Like the series’ gunplay, these new movement controls feel slick and responsive. ![]()
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