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By this line of thinking SW classic and SW 2013 are "rip-offs" of classic DOOM and Painkiller, respectively. Sure, Shadow Warrior 3 takes some obvious inspiration from Eternal, but there's nothing wrong with that and I think it has enough unique ideas to fill its own sort of niche.
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I think it's important to note that DOOM is inspired by Aliens and Evil Dead II, specifically. Compared to the first movies in their respective franchises, the "horror" elements are downplayed significantly. The latter especially as it's basically like a bloody Three Stooges film. If DOOM was meant to be "scary" or have an atmosphere primarily based around a feeling of dread instead of empowerment (neither of which are required for a work to be considered "horror", I might add), then I don't think those specific inspirations would've been cited.
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Aside from the pistol, my answer would actually probably be the Rocket Launcher. It's a good weapon, don't get me wrong, but it's also one of the most situational. Ammo for it is rare, and because of the slow projectile speed and very high amounts of self-damage, it's only really practical in wide-open spaces against crowds and/or large targets. It also makes it basically suicide when used on Lost Souls and Pain Elementals.
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This is like saying that classic DOOM is more like Pac-Man than an FPS because it has mazes lol
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Alright, now that I've had time to think about it, the problem isn't that the Dread Knight is overpowered, it's that the Slayer is underpowered. In particular, his movement is gimped as hell compared to the Campaign (no air control, initially poor dash recharge time, etc). Now, I've always had this as a major gripe with Battlemode, but the Dread Knight accentuates this problem further since your lack of options when dodging or escaping danger makes the DK's berserk a major achilles heel (and not in a way that feels fun or balanced). Like, I get it, the demons deserve a fighting chance too, but I hate how Doomguy's legs feel all stiff in this gamemode. Is it not possible to balance the demon side around a faster, more nimble Slayer?
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Spirits will "retreat" if they have no enemies to possess (they won't go after the basic zombies). If you're persistent and/or prioritize the demons they're targeting you'll make it through.
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Jesus fucking Christ, the Dread Knight is completely broken. If one manages to catch you while it's in Berserk mode (which it can activate almost immediately at the start of the round), it's pretty much a guaranteed game over. Like, maybe I just suck, but almost every time it's the demon that does the most damage and deals the killing blow. I haven't been this angry at a game in a long time. The sad part is, I've actually been having a lot of fun with the Battlemode updates otherwise, but that one demon completely ruins the gamemode when playing as a Slayer. And yeah, the new Battlemode-exclusive rewards shouldn't have such tight unlock criteria (though the Dread Knight being a complete streak-killer doesn't help).
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Yeah, I can't imagine a level like Ziggurat Vertigo but with the length of a typical DOOM Eternal mission being very tolerable.
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Yeah, it's not like the base DOOM Eternal doesn't have its challenges, but aside from the DLC or Master Levels the game is hardly Dark Souls or something. People aren't exactly used to chainsawing enemies to get ammo, for instance. Still, this game is insanely fun and in-depth and has a lot more going on with it than just spamming M1 like most shooters (especially modern ones). I hope id Software doesn't dumb-down their future games because of a vocal minority who refuse to do anything than just use the Super Shotgun all day.
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Mick Gordon unlikely to work on another Doom game after Eternal’s OST release
chemo replied to Man of Doom's topic in Doom Eternal
If anything, this shows that id Software are serious about keeping the soundtrack's quality up to par. AFAIK, there's nothing stopping them from releasing the Collector's Edition version of the OST on iTunes, Spotify, etc. If they didn't want Mick to finish his work as much as the rest of us do, then what other reason could there be for them not to release what they have got done already? -
What they need is a save feature. I would be fine with their length and difficulty if I didn't have to do it all in one sitting.
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I don't think the emphasis on such a wide variety of abilities is as bad as you make it out to be. On my initial playthrough done on Ultra-Violence difficulty, I rarely used things like the Blood Punch, grenades, or Flame Belch and I don't remember my death count being all that high. They did, however, raise the skill ceiling significantly and gave the game much greater longevity as a result because I keep wanting to find ways to improve and develop new techniques. I think gameplay-focused titles are at their best when they encourage further experimentation and cultivation of skill on subsequent playthroughs. While DOOM 2016 is still fun, it feels like a "one and done" type of deal when compared to DOOM Eternal. I didn't get nearly as much value out of replays from that game.
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Mick Gordon unlikely to work on another Doom game after Eternal’s OST release
chemo replied to Man of Doom's topic in Doom Eternal
I'm sorry, but I have a difficult time trusting Mick's word. He has yet to comment on anything from the open letter, including this sentence that contradicts his claim (and Hugo himself would reiterate): Not to mention, he seemed pretty insistent that he was done working with id, and the timing of his post also seems rather fishy. -
I can't believe that this upgrade is free to Steam users. The sheer amount of effort put into this version is outstanding.