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The only level in Doom Eternal where I enjoyed the platforming was The BFG-10000 level. After shooting that huge hole into mars, hopping from debris to debris to reach Mars was great fun and contextually fit everything that was going on, thus making it not feel like boring filler meant to pad gametime.
The biggest offender of Eternal's platforming was definitely the Urdak level, constantly having to activate and jump through those stupid rings. It's not difficult, it's just annoying and doesn't add any real substance to the game.
Spoiler'd it just in case, for people that care.
Its awesome as a way to add mobility to the combat... but there is a reason people are complaining about this.
Maybe look at it this way instead... anyone actually like having these platforming challenges in the game? In every single level there seems to be something like 10% or more just pure platforming. People seem to keep saying its a... wrong complaint to have? But when Doom generally never had pure platformer parts of its levels, wen there was platform jumping you also fought demons on those platforms, it was not exactly a challenge on its own. You jumped between platforms and maybe the secrets now and then required you to do one or two special jumps that required you do time it and such... but its now a standard common game element... and can anyone explain how it fits in a Doom game? How does it fit the theme? They pretty much took a Mario game, and decided that seems like something Doom is missing, lets give Doom lives, falling platforms, wall jumping, double jumping, wall climbing, circling balls of fire on a row... and I really wont be surprised if one of the bosses is like a Bowser lookalike that you have to swing by the tail or something like that.
I do love these types of platforming in 3D games, especially the new Prince of Persia games... but what is it doing in Doom?
Were you stuck on the first platforming section for the 6 hours on I'm too young to die? I have to agree with everyone else, the platforming only took a short amount of time. I understand your comment was hyperbole but 90%? The arenas toward the end of the game also take quite a while and make up largely for the platforming sections.
https://imgur.com/a/g7DEZKB
Literally six hours to get part way into the 3rd level before I just gave up in frustration. General assessment is that it should take maybe 1:30-2:00 to get there, with maybe 30 minutes of that being non-combat. It looks like I got about an hour and some change worth of combat, and the rest was "ugh i have no idea what they expect me to jump on next where it is".
I didn't have nearly as much difficulty with 2016's platforming breaks, and as a result they were a very small part of the gameplay experience.
Eternal's platforming breaks are considerably more involved, such that I found them pretty time consuming. Literally 5-15 minute roadblocks of just trying to figure out where the little thing I'm supposed to jump on next is hidden in the environment, or where the switch is that unlocks the thing obvious thing I need to jump on to proceed.
Maybe you breezed through them in a minute or two tops, because you're not terrible at games like Uncharted or Tomb Raider and what not. Some of us are bad at those games, and every tiny little puzzle for you for might be fun, it's a major kick to the shin for us.
A few of these isn't bad, we're used to it. Games need pacing. It's just that Eternal has enough of these constant kicks to the shin the pain just isn't worth the pleasure of the combat for folks like me, I'd argue. And that's disappointing coming off 2016.
I gave the game a bad review, and I’ll likely finish it, but I don’t enjoy playing it.
x2
Platforming in Doom = rocket jumping
Because they forgot Doom 2016's Argent Tower level, which was much worse and so much more boring on a first playthrough than any short platforming segment in Doom Eternal.
If you're already on a climbing wall almost every jump you need to make is a full 180 degrees (behind you) or 90 degrees (to your side, typically the right).
There are a lot of nitpicks I have with this game, and the responsiveness of the platforming is one of them, I keep slipping off surfaces like they're made of ice when I land off a dash. Where the platforming sections are and how to find them is typically pretty well telegraphed.
If you're having trouble making out the grey climbing walls against the typically much darker wall textures can I suggest giving the colourblind options a try? Serious suggestion, a lot of people who are colorblind don't even know and it may make your game experience a lot more fun.
It just makes me engaged all the time instead of the terrible start-stop flow the previous game had.
I do realize that for people that just want to blast through the combat and rip as much demon guts as possible it can break up the combat too much.
I'm glad they're trying new things in their games, some will like it, some will not. Each to their own.