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That's what your mum said last night...
Lmfao, lol even.
I respect your feeling about the game.
Just to add my stone : I felt the same with Eternal which didn't appeal to me at all, and am very excited for Dark Ages.
I preferred 2016 because Eternal cranked things up a little too far for my taste. It felt like the Dark Souls of FPS.
So I agree Dark Ages seems to root back for 2016 pace. But at least we can appreciate the new tools to make it more mobile, yet still varied and approachable.
I understand risking something more complexe and demanding than Eternal would perhaps stop a large quantity of players from enjoy it.
As for the difficulty slider, it's probably there to give journalists a better experience and grab some positive reviews in the process. That being said, if this was in Eternal, maybe I'd have had a better time playing it. So yeah, don't know what to think about it. As long as the default settings prove to be good enough, I guess we can just ignore it.
Maybe unlike you I just want to pewpew and break some bones before bedtime; not puzzle jump my way through maps, manage my blood sugar, and think rock/paper/scissors on each enemy I encounter. I understand the appeal of such systems though. But I was just raised with Serious Sam, Painkiller and Brutal Doom. I like good sound and music, stupid ragdolls and kickass feedbacks. They were simpler games, yet formidably efficient and fun, even today.
My hope with Dark Ages, is that it brings both of us agreeing on a perfectly balanced experience : one that remains complexe enough for you if you want to abuse the mechanisms and powerlay through it; and one accessible enough for me if I just want to chill and see corpses fly.
HOW is this a BETHESDA game???!
Compare that to Starfield or Fallout4.
To me "DOOM: The Dark Ages" looks like a mix of "Kingmakers 2025" and "Fallout 3 2008" and "God of War 2016"
in Unreal Engine 5 ?
I will play that.
Don't really in the mood for a new Doom game either, but that argument is narrowing the scope so drastically it alone should tell you why they made the change in the opposite direction. Simply put Doom Eternal did everything they could with that approach and now we are finally getting a shooter again and not whatever experiment Doom Eternal was. If that is not enough for you guess you can continue playing Eternal mods, maybe?
Edit: Funny how that comparison ignored Doom 3 in all of this, I wonder why... seriously you sound like a New Doom fan, not a doom fan.
I'm not Mayo, but I did make videos on Under The Bun. I talked a little with Mayo about the custom difficulty on Twitter, he's a big fan of it.
I purposely didn't include Doom 3. It doesn't feel, nor play like a Doom game. I find it slow, tedious, and boring. It's an outlier that doesn't follow the bigger, faster, more intense, more chaotic model. I love Doom 1+2, Final Doom, Doom 64, Doom 2016, and Eternal though.
Personally speaking I prefer having one universal difficulty like the Soulsborne series as it helps the devs give a singular focused experience and a shared one between ALL players but I don't think that means having different difficulty options is any less valid and in many cases can add replayability and unique challenges to the game like the DMC series does. Both methods are extremely valid and can be done well. Doom Eternal is most certainly best played at Nightmare and is clearly the intended experience imo. My concerns with Dark Ages comes from the gameplay decisions rather than the difficulty decisions.
I don't know what they scrapped that. Maybe for rythm fluidity sake ? But I feel the same, melee attacks here looks like throwing a flail rather than using actual limbs.
Condemned, Zeno Clash, Vermintide and Dead Island come to mind as my favorite examples when it comes to FPS melee standard. In previous Doom games, the animated melee kills helped a lot for feeling the strength of doomguy, there was that proximity. And honestly it was fairly quick, so it didn't slow the action all that much. Perhaps it lacked a little variety, but as soon as you saw the enemies blink, you couldn't help but crashing that finisher key !
Now, hands-on experience will maybe tell us otherwise. It doesn't chew my enthusiam since I played lot of game without melee finishers anyway.
Hugo also said in an interview that they are going for easy to learn game that is hard to master, and that it will still be very hard on higher difficulties. I am a huge Doom Eternal fan, and while it's a bit disappointing that they've obviously simplified the game that doesn't mean it won't be fun. Without the doubt the skill ceiling will be lower, but that was inevitable. They just took Doom Eternal too far for casual players to enjoy, most of the playerbase couldn't even get through TAG 1. On Nightmare this should play more like your average shmup, few combat options but still requiring a high degree of skill with what's there (shield parry system mostly looks like).