DOOM: The Dark Ages

DOOM: The Dark Ages

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Not obvious problems (gameplay feel)
Hey, guys. Is it just me or is there something wrong with the game?
I don't mean technical problems, my game works fine, no freezes or anything.
I'm talking about how the game feels.

• I don't feel the impact. Impact is what I noticed the first time I played Doom Eternal. In Doom DA I don't feel it, half of the enemies die in 1 shot, the other half absorb damage like sponges while requiring an incredible amount of damage.
• Tutorial option is strange, like a necessary thing, but it constantly stops the game, every 1-2 minutes of the game pops up a window telling about a new enemy, a new ability, a new anything else, and every time stops the game. Is this how it's designed to break the whole pacing? Or is the idea here that I have to go through the game 2-3 times, and the first playthrough is a tutorial? What's the point?
• In my opinion the readability of maps, enemies and their projectails is not good. For example in dark rooms/spaces shields are incandescent and clearly glowing, and in light rooms it's not clear at all that the shield is incandescent because the shade of the incandescent shield is faint\pastel. I also don't understand what the enemy is going to do. At all. Some of them blend in with the map, especially the small ones. I don't really understand who or where.
• Danger indicators are static. They remain in the same place when rotated.
• The UI is kind of gigantic and poorly customizable. Why do I need a two-word task description that takes up 30% of the screen in the up-left corner? Yes, I can reduce the size, but along with that the crosshair size and HP/AP size will also be reduced, which I don't want.
• If you pressed the button for a Finisher not timed, then be kind enough to wait until the animation is over. Is this how it's supposed to work? That didn't happen in Doom Eternal.
• Why is there a sprint in the game? Sprint works in one direction (Forward), but it doesn't work for strafes and running backwards. Wouldn't it be better to not add sprint at all? They would have been better off keeping Dash instead of adding Sprint.
• I also have the same issue with the sound, everything blends into some kind of mess. It's like there are a lot of sounds, and the mid and high frequencies are predominant. Is this a mixing problem or what?
• And the game as a whole doesn't feel like a Shooter as I thought it would, but more like a roguelike, kind of like Returnals.
• Pacing. I'm not sure if taking a pre-made difficulty preset (Nightmare for example), adding to the game speed above 100% will increase pacing without breaking something else, because again, by increasing the speed, you have to react faster to everything, and along with that, reading the enemies and what they are going to do gets worse. It feels like the developers just gave the players these sliders to deal with it themselves, rather than them balancing each preset themselves.

Is this a problem of inflated expectations, or is it a problem of poorly balanced difficulty levels, and the game only runs fine on normal difficulty level at 100% game speed, or have you noticed any of the things I listed as well?
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Showing 1-7 of 7 comments
Not just you, I think a lot of these criticisms are valid.
In regards to impact, it really varies from weapon to weapon - I think for example both of the skull crushing weapons feel *awful* to use, same with the first plasma rifle, but stuff like the Chainshot and the second plasma rifle feel incredible and pack the kick that they should, especially with upgrades. The weapon arsenal is a bit bloated (genuinely you could just remove half of the weapons from the game, it'd be completely fine) and I don't think the game puts its best foot forward with the weapons it gives you early on at all.
Originally posted by rambley enjoyer 73:
Not just you, I think a lot of these criticisms are valid.
In regards to impact, it really varies from weapon to weapon - I think for example both of the skull crushing weapons feel *awful* to use, same with the first plasma rifle, but stuff like the Chainshot and the second plasma rifle feel incredible and pack the kick that they should, especially with upgrades. The weapon arsenal is a bit bloated (genuinely you could just remove half of the weapons from the game, it'd be completely fine) and I don't think the game puts its best foot forward with the weapons it gives you early on at all.
Thank you. Interesting point of view.
I might reconsider my opinion on the game after 5-8 hours of gameplay, but it feels like it's not what a Doom game is.
SYCHOSIS May 15 @ 3:59am 
sometimes it feels like the parry just doesn't work even though the game gives parry feedback. like the sound effect plays and the boss takes parry damage but i still take damage. https://youtu.be/W0vZYQfdaRI
A couple of things

-This is not a roguelike. Returnal being a roguelike is because of the Dying = start over and random elements such as which rooms and items you'll come across. Has nothing to do with how the projectiles look.

-Finishers are timed. After a short while, enemies will go out of their 'finish him' state and fight like normal. Much like 2016/Eternal.

-They have presets, but added in the ability to customize certain elements to make it more challenging or more accessible for players. Depending on how you look at it. My guess is that they really needed to add this to get some sort of replay value out of it, because of the lack of any other modes it would seem.
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What annoys me the most is when I melee attack enemies, it goes into this animation, but you can still get hit while doing a combo. I find that to be kind of stupid, because you are basically stuck in this animation. On higher difficulties this pretty much drains your health. Would feel like you could still get hit when doing Glory Kills in 2016/Eternal.
Yeah this game is pretty mid. I love similar games like roboquest and returnal but this is honestly pretty mid. Especially the mech & dragon parts. waste of time
mojitsuu (Banned) May 15 @ 4:11am 
Originally posted by _Atr4Mør5:


• Pacing. I'm not sure if taking a pre-made difficulty preset (Nightmare for example), adding to the game speed above 100% will increase pacing without breaking something else, because again, by increasing the speed, you have to react faster to everything, and along with that, reading the enemies and what they are going to do gets worse. It feels like the developers just gave the players these sliders to deal with it themselves, rather than them balancing each preset themselves.


Bingo!!! You nailed it 100%. I actually started a similar thread calling this out as the hallmark of lazy, modern-day game design. Half these so-called “game designers” aren’t even gamers. they’re just talented programmers with zero passion for gameplay. They absolutely included that slider because they couldn’t be bothered to take the time to properly balance anything.
Originally posted by SYCHOSIS:
sometimes it feels like the parry just doesn't work even though the game gives parry feedback. like the sound effect plays and the boss takes parry damage but i still take damage. https://youtu.be/W0vZYQfdaRI
Ahahhaha
I died once because I got animation of picking up a key card.
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