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I didn't find the Unmaker impressive. I didn't even use it in the Eternal campaign.
But if you love clunky, jarring level design and non-stop monster closets and hordes of easy, boring demons then it's probably amazing.
Let's hope TDA stays, far away from that.
I said before; I REALLY wanted this to be Heretic or Quake.
Feels like a Doom game should not come out unless there is something like mod tools or something more community based that has more impact in the industry.
Every release is ground breaking.
This feels like what an Hexen reboot should be like.
I am really hoping for Master Levels and bracing for some big announcement at Quakecon this year.
That doesn't preclude some inspiration or nods, though. Doom 64 is my favorite of the classic Dooms, and we know Hugo Martin is a big fan of it. One of the reasons I enjoyed 2016 so much, was because I felt some of its hell sections were oddly reminiscent of 64. That was before it became more explicit in the lore that they were indeed connected, in some ways.
Eternal had some areas that also reminded me of it, but with the more expansive mythology and worldbuilding becoming a bit more cosmic, the locations felt more like their own thing.
For TDA, it's not striking me as particularly 64-esque personally. Instead, I think it's going to have its own visual identity, which I'm calling, "Doom metal album cover🤘🏻" lol.
It could be taking place essentially at any point between 64 and the betrayal, really. There's a potentially huge span of time there. I don't know if this will involve his time with the Night Sentinels or something else. I haven't dived deeply into every little detail of the trailer, I'm just going with the basic premise that it's before 2016's awakening, obviously. And thus probably before his betrayal and imprisoning.
I think it makes sense, though. The fact that we know there were all these ancient looking citadel-esque structures, that he fought numerous battles on behalf of Argent D'Nur with the Sentinels, and that they're basically knights, makes the medieval inspired stuff reasonable imo.
I think with Doom, form follows function a lot. They've stated they want a more grounded, less vertical, more horizontal game focusing on managing and avoiding projectiles, which I think huge battles in larger, more open spaces, as missions you're sent on during those eras, make sense for.
I think that's why things look darker, less colorful, grittier, etc. It's a series of battlefields.