Word got out about these previews ahead of time, and then all the delays happened. That's the narrative I'm sticking to.
Not sure why Doom and Halo are getting compared.Look.......343i.....an fps that doesn't have sprint just a really fast base movement speed. Gimme gimme.
To be fair, the Ninth Circle of Hell from Dante's Inferno is a frozen hellscape, so it's not that far of a stretch.
Doom 64 kinda helps explain it a bit, he stuck himself in hell for a long timeIt's looks so gooooooooood.
So Doomslayer IS Doomguy huh. I wonder how they're explaining that.
He kicked ass for centuries after Doom 64. Time moves differently in hell compared to reality. Boom.It's looks so gooooooooood.
So Doomslayer IS Doomguy huh. I wonder how they're explaining that.
.....which would explain why they're re-releasing it how have I not realized this :ODoom 64 kinda helps explain it a bit, he stuck himself in hell for a long time
Just two franchises that I love. One demonstrating that its more simplistic base movement can still work and work well in 2020.
Lol - I *almost* beat you in the xbox streaming thread...I was "only" 14 minutes behind you with the news on the 12 new titles...Its not that quick. They were up already for 10 min. But was surprised there was no thread yet haha.
Great, thanks.A lot of the creatures movesets were polished up to be more defined. Hugo mentions that several of the existing creatures, on Doom 2016, could be dispatched by a well placed shot (or combo) of almost anything. This type of design brought the stellar gunplay to the forefront, but when done over and over like this can diminish the fun in the long haul.
The example he gives is the Mancubus.
In 2016 you could run up to him, give him the barrels of the super shottie to the chest and just run off to chase the next enemie.
This time around, if you run up to him he does an AOE attack that knocks you back, preventing you from dispatching him that way.
You will learn that a well placed grenade can stun him, and then you get the opening to take him out.
With this philosophy in mind, in Eternal, all the encounters have more depth and they teach you how to use a more extensive toolset to keep the pace and engagement always at a high level, without the grind of recurring to the same gameplan 80% of the time.
When you add that philosophy to the whole new toolkit of the Doom Marine, he hopes this time around that they have built a Doom specifically to be mastered.
You will have fun all the way there, but when you get your black belt in demon slaying, you will have even more fun instead of being bored.
Spoken exactly like someone who knows absolutely nothing about the genre.I was quite disappointed with Doom (2016). I don't know if I may have simply been in the wrong mood for it at the time, but it was like the video game equivalent of heavy metal. Monotonous, relentless, repetitive and basically all shoot shoot bang bang with little else.
Is this the first time a character has referred to the Doom Slayer as "Doom Slayer" or "Doom Guy"?
Also does that confirm the Doom Slayer = Doom Guy theory?
Cool :) I'm always a little hesitant to post Dutch links here, as our Dutch community is kind of small. Always open to feedback, so feel free to let me know what you think :)Thank, I'm in the train from Tilburg to Enschede and now I can kill some time.
The level you're at and the style you're using are great for a quick casual read (IGN is for casuals right?). You don't use difficult words and your sentences aren't overly long which makes reading your paragraphs very pleasant.Cool :) I'm always a little hesitant to post Dutch links here, as our Dutch community is kind of small. Always open to feedback, so feel free to let me know what you think :)