|lieutenant halfabeef |
Oh, hey. It's Danny O'Dwyer's solo project. Neat.
The music choices in this really irk me. Specifically all the saccharine emotional pieces when talking about the history of Doom. You realize you're talking about Doom, right?
|Mr. Purple Cat Esq. |
Wow, they Doom 4 v1 looks awful! It looks a lot like wolfenstein new order.
Doom 2016 was pretty good. It actually *felt* like doom 1 or 2. Being able to jump and mantle around was a good addition, also the 'glory kills' sound like an awful QTE-like feature but actually worked really well in a risk/reward type way. The difficulty seemed extremely well balanced, it always felt challenging but never unfair. Tactical use of jumping / running around, using various weapons, + glory kills enabled you to fight off seemingly impossible odds and feel like badass.
For a modern AAA game I was pleasantly surprised how they made a good game by *not* including features, eg reloading, iron sights, cover, stealth.
They didnt totally succeed there though. They included a pointless and very un-arcade, un-doom rpg-like upgrade system, which was just annoying. I just wanted to blow shit up but had to periodically tinker with that crap in menus for fear thatI would end up with a big disadvantage and the game would become unbalanced.
My other criticism is the level design. Its a lot like doom3. ie bland cookie cutter sci-fi buildings that we've seen a million times, the creativity of doom1 was not there at all. The hell levels were much better, but they were still kinda.. default feeling. Its hell! another dimenion! You could do all sorts of crazy stuff with the levels! But no, they are just sorta medieval dungeons with some floating rocks. The hell levels were actually quite beautiful in a nice painterly way, quite pleasant compared to the mars levels, probably not the effect you want to achieve.
I guess I should go back to playing 2016. I stopped when I reached a point in single player where the level just felt like I was playing a damage sponge.
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