vortex
Fabulous Optimist
Old school look modes
Interesting, just like Old Blood, which was quite long and was originally split in two parts.Interestingly enough, this expansion is a standalone game.
It looks good but it needs less linear level design.
Old school look modes
Old school look modes
Complete and utter retardation. Let's build this great visuals but we'll give you an option to fuck everything up so you can feel all teh retro and shit like the dumbfuck zoomer you are.
Bethesda also did that with Dishonored: Death of the Outsider. Both felt like real expansion packs, not bullshit little DLCs. Good stuff to see whether you like the games or not.
Old Blood was better than the main game imo. Quite cheap too.
I'm not sure Old Blood really qualifies as DLC though. To me, it was always a full sequel or in this case a prequel. I agree it was better than TNO, or at least from what I can remember.
Old Blood was better than the main game imo. Quite cheap too.
I'm not sure Old Blood really qualifies as DLC though. To me, it was always a full sequel or in this case a prequel. I agree it was better than TNO, or at least from what I can remember.
Marty Stratton: Sure. So it’s a sequel to Doom Eternal – it takes place relatively shortly after, and really focuses on expanding the lore. Hugo can talk more about the details of the design of it, but in general we’ve kept the Slayer intact, given him basically everything, maxed him out, as if you finished the campaign with everything maxed out. Runes to mods.
Hugo Martin: The new locations allow us to do some really interesting things with the level design itself. Obviously the combat is the star of the show, but outside of combat, just solving the puzzle of the levels offers that same engagement.
We’re very proud of the scope of the DLC. Most people would associate DLC with being of smaller scope – it’s kind of like the made for TV version of the movie, and the movie was the main game. For us, this is very much like a two-part film – this is every bit as grand as the main game was.
It’s important as we want the DLC to reach as many people as possible. In fact, you don’t even need to own Doom Eternal to buy the DLC and play it.
But that aside, it really is built for that large audience that finished Doom Eternal and is looking for a greater challenge – not new adventures necessarily, but new combat adventures for sure, and new ways to use those skills that they’ve learned.
Lmao fuck the lore, especially considering how much worse the writing was on Eternal compared to Doom 2016, and the latter was already beyond shit to begin with.
Making the game so difficult as to require the player to start fully upgraded right off the bat seems like a bad idea as level progression would be lost, UNLESS they are going to make the game EVEN harder as the expansion moves along, which... would be interesting to be honest i'm still baffled that a modern gayming company has this kind of commitment to difficulty, even if their implementation is annoying.
I also feel this means they'll add even more retarded collectibles and other shit to discover as they'd have to have something for the player to do during down times, and if you are not looking out for weapons then i guess it's going to be dolls and other stupid shit like that.
They did collectibles right in 2016. They gave you weapon points when you picked them so they were useful. I don't think there was a single useless secret in Doom 2016, unlike Eternal.
NuDooms level design won't even hold a candle to a level design of some modern Doom megawads.It looks good but it needs less linear level design.
They did collectibles right in 2016. They gave you weapon points when you picked them so they were useful. I don't think there was a single useless secret in Doom 2016, unlike Eternal.
I agree with your point overall but 2016 also had the useless doll things, iirc.
NuDooms level design won't even hold a candle to a level design of some modern Doom megawads.It looks good but it needs less linear level design.
Lmao fuck the lore, especially considering how much worse the writing was on Eternal compared to Doom 2016, and the latter was already beyond shit to begin with.
Making the game so difficult as to require the player to start fully upgraded right off the bat seems like a bad idea as level progression would be lost, UNLESS they are going to make the game EVEN harder as the expansion moves along, which... would be interesting to be honest i'm still baffled that a modern gayming company has this kind of commitment to difficulty, even if their implementation is annoying.
I also feel this means they'll add even more retarded collectibles and other shit to discover as they'd have to have something for the player to do during down times, and if you are not looking out for weapons then i guess it's going to be dolls and other stupid shit like that.
They did collectibles right in 2016. They gave you weapon points when you picked them so they were useful. I don't think there was a single useless secret in Doom 2016, unlike Eternal. If what I pick doesn't help me survive and make the game more fun then I just don't care about it.
I've got a bit of geographical cretinism myself, so I get "where the fuck should I go" feeling quite often, but knowing the language of modern widestream releases this problem can be solved with the Big Dumb Arrows.True, and it will probably never be. As WAD makers, we can make whatever we want because the audience plays Doom every day but as a developer, you have to make sure that returning Doom fans that have not played a Doom game in years, casual fans, hardcore fans, mappers will have a good time in this game. A returning casual Doom fan played one of my maps and got hopelessly lost whereas none of the Doom community players got lost.