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By the trailer the combat looks more grounded compared to eternal where you are flying around everywhere
If its something different I wouldn't mind, as 2016 and eternal were both quite different, it would be boring without some sort of new "loop"
Same time the meat hook was one of the most fun parts of eternal, great feeling to use it in combat
They used it in like 1/2 sequences per level on TAG2, and they were extremely basic.
If anything I think the grappling hook nodes were horribly under-used. Why would you want it if you'd prefer they utilize it less?
If this time around they're doing something different, less vertical, more horizontal in nature, etc. it might not be something that contributes to the flow of gameplay they're trying to encourage. Or the morning star weapon we saw might serve a dual purpose that does something similar, for all we know.
We haven't seen enough actual gameplay yet to make clear what they're going for imo. When Eternal was finally shown (I think it was at a Quakecon?) in terms of extended actual gameplay and we really saw how the meat hook worked in practice for traversal around the map, the gameplay loop became a lot clearer. I think we'll need to see something similar for TDA to know what they're going for, too.
https://www.gamesradar.com/games/fps/doom-the-dark-ages-is-introducing-big-changes-to-combat-because-id-software-came-to-one-core-realization-every-projectile-mattered-in-the-original-doom/
It seems to be more of a "back to basics" approach and wants to hone in onto the classic games
Which sounds promising and I'm excited to see how closely the gameplay will match the old games
It's safe to say it won't be like Eternal, and won't have that focus on verticality and flying around as much
if this is true, i hope Rebecca and SuperFly will never make a single post crying about how its super mario
Hard, hard disagree. It's already exceedingly clear this will not be like 2016 or a move in that direction, unless you think a lack of verticality =2016 (hint, 2016 also had platforming and verticality in many of its arenas).
They've already shown abilities and tools that are wildly more powerful than pretty much anything we saw in 2016. We've seen far for melee tools in the gameplay already, including a shield rush, guard, parry, kick, ground slam, punch and Captain America throw. Oh, and a morning star..
If anything the video was far more mechanics heavy even than early videos of Eternal in its heavy - almost exclusive use of abilities and mechanics. 2016 was almost bereft of useful active mechanics and skills except for Glory Kills.
So the question - should there be a grappling hook? Should the verticality that was introduced in 2016 and iterate upon further in Eternal be in this game?
He wants every projectile to matter. You’re way too hard to hit in Eternal when you’re flying through the air. The way he talks about it is like he wants to make an almost bullet hell like experience where demons fill the screen with projectiles and you maneuver between them, taking out priority targets.
This more than a little reminds me of Serious Sam. I love Serious Sam. I think I liked Eternal even more, but between a dull game like 2016 and a AAA Sam clone I’ll happily take Sam clone.
Eternal's solution was evasion - this time it seems like you just have to take the hit and mitigate damage. I mean if you have hordes of demons you're fighting they're either standing there doing nothing or attacking, right?