Valestein
Arcane
You don't strickly need the microwave mod for the Spirits..... if you kill everything it could possess.
Good level design != how open it is and no other qualifiers apply.
Doom Eternal's somewhat linear levels are way better than something like GTAV's massive open barren nothingness. Or for something more similar mechanically, better than Serious Sam 1's endless bland rooms and open environments.
I'm mostly ambivalent on this topic, because as far as I'm concerned the non-linearity is an illusion in games where there's no focus on long-term resource management (i.e. Doom Eternal, DMC) because what route you take in those games doesn't affect how the core gameplay plays out (i.e. the combat), as opposed to games like Resident Evil, Pathologic 2, or Metroidvanias where routing itself is part of the core gameplay. Hell, the non-linearity in several olDoom levels tended to be fake as well, as the keycards and keycard-gates were usually placed in such a way where there's only one correct route to take to complete the level, and deviating from it just makes you hit dead ends and wastes your time (unless there's secrets to be found that way).Good level design != how open it is and no other qualifiers apply.
Doom Eternal's somewhat linear levels are way better than something like GTAV's massive open barren nothingness. Or for something more similar mechanically, better than Serious Sam 1's endless bland rooms and open environments.
I was joking of course, but there's something to be said about the fact for a split second you could feel like you were navigating an actual place where you had to absorb your surroundings and check out a possible path.
My only observation is that older doom had a much sharper visual style, less detail meant more easy navigation. If a game like doom eternal had true exploration it might be actually confusing given the amount of additional detail.I'm mostly ambivalent on this topic, because as far as I'm concerned the non-linearity is an illusion in games where there's no focus on long-term resource management (i.e. Doom Eternal, DMC) because what route you take in those games doesn't affect how the core gameplay plays out (i.e. the combat), as opposed to games like Resident Evil, Pathologic 2, or Metroidvanias where routing itself is part of the core gameplay. Hell, the non-linearity in several olDoom levels tended to be fake as well, as the keycards and keycard-gates were usually placed in such a way where there's only one correct route to take to complete the level, and deviating from it just makes you hit dead ends and wastes your time (unless there's secrets to be found that way).Good level design != how open it is and no other qualifiers apply.
Doom Eternal's somewhat linear levels are way better than something like GTAV's massive open barren nothingness. Or for something more similar mechanically, better than Serious Sam 1's endless bland rooms and open environments.
I was joking of course, but there's something to be said about the fact for a split second you could feel like you were navigating an actual place where you had to absorb your surroundings and check out a possible path.
However, even though I personally don't care much for non-linearity in games that don't rely on routing, I don't consider fake non-linearity to be a bad thing. If anything, I would argue that developers should take this non-linear approach to level design where possible even if it is fake, instead of using the standard hallway-arena format. While it may not make the game deeper and just makes it harder to find your bearings, the act of trying to find your bearings in itself does require more player engagement than moving forwards in a straight hallway, and player engagement is exactly what you want. You still want your downtime so the player doesn't get exhausted from having to be 100% on their game all the time, but by making them figure out where to go next in a non-combat situation you can still keep the player engaged without it being exhaustive or putting the player to sleep with an empty walking section. Doom Eternal already gives you HUD markers on where you need to go next (that you can disable), so it's like not like people have to put up with aimlessly getting lost if they don't want to. Having to backtrack through previous areas allows developers to get away more with reusing assets, so it basically saves money as well. And more importantly, there are more people who really like to see more 'complex' level design (even if it is completely fake) than there are people who absolutely do not want it or even people like me who don't care either way, so going that route is basically a win-win unless the gameplay really does not support it (because there's a time limit or something).
I thought Doom 2016 was boring, its selling point (melee) was underwhelming.
I've had more accidental falls when dodging enemies in Eternal than during platforming bits. If they were all instant deaths it would pretty damn annoying.
This is $20 on Steam right now which is the cheapest it's been. You can get the deluxe edition for $30
Sale lasts until Dec 1
Deluxe edition = all DLC?
It's got a hefty sale thanks to African American Friday. The DLC continues on the combat of the base game, so if you want MOAR of Eternal's combat arenas you're in the right place. If not the DLC will not change your mind, in which case you can watch the cutscenes on youtube and that's it.Did this game suddenly stop sucking, or why bother even at a discount?This is $20 on Steam right now which is the cheapest it's been. You can get the deluxe edition for $30
Sale lasts until Dec 1
Get ready for a new Master Level for Slayers of all skill levels: the bigger, badder, beefier Super Gore Nest! Take on remixed demon encounters that bring an all-new combat experience and show the world you’ve mastered the greatest challenge yet. Available now.
Is it connected to the story in any way or just a self-contained level you access from the main menu?
What DalekFlay said. Higher tier enemies, more of them, meaner combinations, etc. They're pretty damn fun although I also wonder why it's taking them so long to release more of them. I'd like a return of arcade mode too but it's kinda sounding like we're not gonna get it. Was a fun way to play Doom 2016 without the story beats and a bit of score chasing thrown in there for extra gud gittin'.Is it connected to the story in any way or just a self-contained level you access from the main menu?