I played Doom 2016 same way I play all games with consumables. I saved them for later and never ended up using them.I gotta get back to Eternal to see if I can like it, it was cool until the resources management hit me, thing is that I didn't know the chainsaw just had a cooldown and could be kinda spammed so knowing that maybe I won't find the same issues.
Can't say I agree at all. It's what kept my intrigue going from 2016 to Eternal and probably the sole reason I bothered to push through the latter, lol.Same. DOOM and Lore dont go together.
I think that's what this is.This looks amazing! Doom with medieval setting is so interesting to me, really makes you wonder what a Quake Remake/Reboot with the original Q1 style would look like. Looks to be more horde based combat in an open world, i wonder if they will integrate some more open exploration and RPG elements. Looks like you can parry with the shield. Only thing weird is the complete lack of headbobing, it looks as if the slayer is sliding around the trailer.
At the start of every development cycle, I play the original Doom again, and have the team play it too. I realized that we still didn't hit the mark.
I noticed right away how slow those projectiles move – it just dawned on me that that is the maze. The movement is more horizontal as you weave your way between the projectiles, and every projectile mattered in the original Doom.
We couldn't go any higher in the air than Doom Eternal. That was a great experience, but we want each game to stand on its own..
We're making strafing-to-aim a thing again. You'll be weaving between projectiles, just like you did in the original Doom, to deliver that Super Shotgun blast to the chest… It almost creates this three-dimensional 'shoot 'em up' puzzle that you're weaving your way through.
I am now slightly interested again!Well… there you have it…
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Doom: The Dark Ages is introducing big changes to combat because id Software came to one core realization: "Every projectile mattered in the original Doom"
Creative director Hugo Martin on how Doom: The Dark Ages is a spiritual successor to the original game, and how the Saw Shield will completely upend your expectationswww.gamesradar.com
Flatter field with much less verticality and air movement than Eternal and an emphasis on projectile avoidance and large numbers of enemies. Should be good but it will certainly disappoint those than stan Eternal.
Yessss this is music to my ears! I loved 2016 but really disliked Eternal. Glad they are toning that shit down.Well… there you have it…
![]()
Doom: The Dark Ages is introducing big changes to combat because id Software came to one core realization: "Every projectile mattered in the original Doom"
Creative director Hugo Martin on how Doom: The Dark Ages is a spiritual successor to the original game, and how the Saw Shield will completely upend your expectationswww.gamesradar.com
Flatter field with much less verticality and air movement than Eternal and an emphasis on projectile avoidance and large numbers of enemies. Should be good but it will certainly disappoint those than stan Eternal.