worse yet - the game will be almost completely forgotten come goty, with no nominations or discussion outside of the day 1 talk about how disappointing it was.
this is the giant bomb way
Did Jeff dissolve Most Disappointing ahead of time knowing that Doom Eternal would win it?
I don't find that crazy at allIt's crazy how much of the Japanese mythology in Animal Crossing is lost on people.
How is that surprising?It's crazy how much of the Japanese mythology in Animal Crossing is lost on people.
You're 100% right. It's a solid 6/7 outta 10.hhmmmmm nah
it's tone is bad and its writing which it leans heavily in to is also bad
its pace during the combat is relentless and exhausting due to combat encounters that are too long over levels that are way too long
it has perhaps too many upgrade things that are just a bit like, eh wishy washy
like i dont care about the suit upgrades?
the best thing is the music and the tech stuff
hhmmmmm nah
it's tone is bad and its writing which it leans heavily in to is also bad
its pace during the combat is relentless and exhausting due to combat encounters that are too long over levels that are way too long
it has perhaps too many upgrade things that are just a bit like, eh wishy washy
like i dont care about the suit upgrades?
the best thing is the music and the tech stuff
worse yet - the game will be almost completely forgotten come goty, with no nominations or discussion outside of the day 1 talk about how disappointing it was.
this is the giant bomb way
What's also the Giant Bomb way was if iD straight up made Doom Eternal like Doom 2016 "it will be just another one of those" or "It's fine, more Doom"
This post is hilarious.It's crazy how much of the Japanese mythology in Animal Crossing is lost on people.
Yeah, it's not particularly elegant to me. They just made it feel more mechanical with these changes. They could have achieved their goal of encouraging weapon switching with the enemy design alone without having to resort to the ammo count and all of those other mechanics. There are just too many situations where I'm looking around desperately for something to glory kill or chainsaw but there isn't anything, so I end up running in circles. So elegant. Also, glory killing becomes a worse and worse mechanic the more powerful you get because you end up having to be careful not to kill things to quick, which sucks.the idea of classic fps's being akin to character action games isn't a new one (i remember a couple prominent doom mods that leaned heavily into that, like demonsteele), so i'm not opposed to it, but i think a better approach would have been to just better balance the weapons and expand on doom 2016 rather than what they did with eternal.
their "solution" to the not-very-big problem of 2016 weapons being underused and the chainsaw crutch being optional if you were good at the game was to make ammo counts pitifully small to force weapon switching and chainsawing (which also means the chainsaw has to regenerate and they have to constantly spawn in adds in the form of weak zombies for farming), they had to add in additional "chainsaw" like mechanics with the flame belch and upgrades like the "barrels give ammo" and "frozen enemies drop health," and they added in the weakpoints where it just feels like there's one or two "correct" ways to fight certain enemies. it's not hard (it's blasphemy but I chose to play on HMP because of people's impressions, and only the more annoying bosses have cost me lives outside of a few fights), but a lot of fights feel like i'm checking off a list. okay, revenant/arachno/mancubus, time to snipe or grenade their glowing cannon bits. cacodemon, time to grenade them. a blue shield is out, plasma it.a marauder is spawned, exit to desktop.
blue number go down, use glory kill or bloodpunch or grenade. ammo number go down, hit c on a zombie or imp (if i don't mistake a prowler for it because they look the same). armor number go down, hit r or use flaming hook (which is maybe the biggest saving grace for me because of how fun it is). if numbers go down and my MMO ability bar of cooldowns (that i had to amplify the size of to max and constantly glance at) isn't finished, then dash away (if that cooldown is finished) into the corners of them medium-sized square arena with jump pads and little tunnels of pickups. and number go up. the numbers are going up!! in so many encounters it feels like i'm playing an action rpg and watching my health and mana bars fluctuate.
Not really crazy in a surprising way, but like most of it tends to make it's way into a lot of Nintendo games, like the leaf giving you the tanooki suit in SMB 3.
Who made it?It's called Good Job! https://www.nintendo.com/games/detail/good-job-switch/
This is the first time I've heard of it, I think it just came out.
They basically made the combat more complex but not significantly deeper or more interesting to engage with. Like you said I figured out the most efficient way of dealing with things and basically was never forced to deviate because the game goes out of its way to actually reward that type of rigid play. And Doom Slayer talks and bows and participates in the plot an shit.the idea of classic fps's being akin to character action games isn't a new one (i remember a couple prominent doom mods that leaned heavily into that, like demonsteele), so i'm not opposed to it, but i think a better approach would have been to just better balance the weapons and expand on doom 2016 rather than what they did with eternal.
their "solution" to the not-very-big problem of 2016 weapons being underused and the chainsaw crutch being optional if you were good at the game was to make ammo counts pitifully small to force weapon switching and chainsawing (which also means the chainsaw has to regenerate and they have to constantly spawn in adds in the form of weak zombies for farming), they had to add in additional "chainsaw" like mechanics with the flame belch and upgrades like the "barrels give ammo" and "frozen enemies drop health," and they added in the weakpoints where it just feels like there's one or two "correct" ways to fight certain enemies. it's not hard (it's blasphemy but I chose to play on HMP because of people's impressions, and only the more annoying bosses have cost me lives outside of a few fights), but a lot of fights feel like i'm checking off a list. okay, revenant/arachno/mancubus, time to snipe or grenade their glowing cannon bits. cacodemon, time to grenade them. a blue shield is out, plasma it.a marauder is spawned, exit to desktop.
blue number go down, use glory kill or bloodpunch or grenade. ammo number go down, hit c on a zombie or imp (if i don't mistake a prowler for it because they look the same). armor number go down, hit r or use flaming hook (which is maybe the biggest saving grace for me because of how fun it is). if numbers go down and my MMO ability bar of cooldowns (that i had to amplify the size of to max and constantly glance at) isn't finished, then dash away (if that cooldown is finished) into the corners of them medium-sized square arena with jump pads and little tunnels of pickups. and number go up. the numbers are going up!! in so many encounters it feels like i'm playing an action rpg and watching my health and mana bars fluctuate.
Bruh you going all the way to a Vive Pro? Cop one of the WMR headsets so at least you're not hitting the wallet that hard to start off withBeen looking at what it would reasonably take me to play Alyx. I got a 1070 and a i7 3770k, and find that it might be worth it to get the Vive Pro and pair the Index controllers with it or something
but i've never played VR so I dont even know if i'll like it :(
Nintendo published it, it's made by Paladin Studios, a dutch game studio who I think only made a couple of mobile games before this
It's kinda like complaining that Breath of the Wild is only on SwitchI'm so tired of people complaining about HL:Alyx being only VR