This is the weirdest thing. It already started with Eternal and even if I LOVE that game I didn't give a fuck about the story, just thought that Daisy being there was funny and moved on. Who thought that DOOM needed MCU levels of lore and story? I just want a lonely tech base in mars to shoot demons in with a few portals to hell, nothing else.The game has a surprising amount of story, namdropping, some characters and factions, but strictly speaking I don't give a flying frag about them at all and those resources would have been better spent elsewhere
I'm on level 5 though. There are 22 missions in total IIRC.I would imagine the first hours will be the most boring. Same thing happens in Eternal with it's first few levels. Personally I didn't fall in love with that game until the Cultist Base which I think is the third level.
god! what i was afraid of, zero idea why they are so invested in their stupid, convoluted mess of lore and narrative. just keep it basic- The game has a surprising amount of story, namedropping, some characters and factions, but strictly speaking I don't give a flying frag about them at all and those resources would have been better spent elsewhere
cant believe this... but I think it's a skip for me. I disliked Eternal (well ok I finished it but it was mid to me)After playing The Dark Ages for five hours, frankly, I have mixed feelings. Is it a bad game? No, it's quite good, actually. It has a lot of work put into it and it has its moments, that's for sure.
That said, in an attempt to please everyone it has become a game for no one. If there's a concept of "overengineering", then TDA has had an "overdevelopment".
- The game has a surprising amount of story, namedropping, some characters and factions, but strictly speaking I don't give a flying frag about them at all and those resources would have been better spent elsewhere
- The art is still divine and the game works well for me (HDR is especially good), but TDA looks hardly 2 GPU generations better than Eternal. Forced ray-tracing is used here only to save development time at the cost of optimization, and technically the game became somewhat lesser. The system of dynamic gibs is tamer and the number of unique combat animations dropped by a lot.
- Gameplay-wise, game simultaneously collects all the errors of Eternal and all the boredom of 2016. Yes, they've removed the Super Mario Bros jumping puzzles, but at the same time they've completely lost the main achievement of Eternal: insane mobility. Absolutely everything movement-wise is reduced to a shield with a cooldown and you are actually chained until it recharges and cannot move around the arena. Jumping is also nerfed significantly. That would be much less annoying if the arenas were less cworded. Typically, enemies can easily corner you and spam several attacks of different colors in a second. And they hit you in the back without indication and take off the hp to zero. This is not a skill issue, it's just chaos. That being said the parry windows are wider than Atlantic Ocean and the game even on ultra nightmare is more tedious than hard.
- All this spam of color-coded attacks, different types of enemy shields and enemy patterns actually reduces to zero creativity and freedom of playstyle. You can fight off or penetrate certain enemies with a strictly defined weapon or method, the game literally dictates you how to play correctly. At later stages it's simply not fun.
- There isn't enough ammo for any kind of long gunfight, and the radius of all the guns has been reduced to the shotgun radius of other games. Aside from the railgun, not even the stabber shoots that far.
- The music is there, I guess. That's all there is to say about it. Mick Gordon in the background could add a point to my score because game becomes definitely better even with Eternal score. Music is also bugged? Some segments are too silent and some random sounds are too damn loud.
- Levels became bigger, yet much simpler. All these huge empty spaces just killed the complexity of levels from Eternal and 2016. Maybe it gets better after the certain point, I dunno.
- All these attempts to 'make gameplay more varied' came down to completely cheesy two-button segments with a dragon and a mech, and even there they managed to add ripostes and attacks of different colors.
In short, the game has a lot of mechanics (some of them are even good), but most of them are strictly melee-based. Shooting in TDA is quite secondary in nature and often does not really determine the flow of the battle. There is no mobility and you basically play as a tank build from Souls game, not the Doom Slayer. So far, you just grind through the game with two attacks: your fist (and even then you have limited ammo ffs) and a chainshield. On the fifth hour this is getting boring.
There's tons of content in this game, tons of stuff, but it just doesn't add up to a cohesive picture or gameplay philosophy. I feel after meme-reviews like "DOOM IS SO COOL" will die down The Dark Ages will be considered quite controversial entry in the series.
Thank you, me and the team worked hard on it.I always appreciate the maps in Doom games. Its easy to see where youve been and where you need to go. And where the items you havent picked up yet are located!
This is a very good videogame.
Thank you, me and the team worked hard on it.
Something like this happened to me on a rider in gold armor. No music on a really intense segment was weird. Soundtrack can be good, but it doesn't hit nearly as hard as Mick Gordon's work. I think they underestimated how much of the new-DOOM identity is wrapped up in his music.The biggest noticeable absence is honestly the soundtrack. Too often I have found myself in levels where no music or music in the background. This tied with the slower pace of the combat makes the game feel significantly weaker in the game play department. You just don't realise how much of an affect Mick Gordon's soundtracks had on the game play on the previous two until it is gone. There just isn't enough, and the existing amount, is good, but it doesn't feel like doom and is far too lacking.
Example, I had a boss fight that had gold armour that I had to deflect its attacks back at it, on ultra violence it was significantly too easy, I spent a lot of the time waiting for the boss to attack and then to top it all off, there was no boss music or anything.
So true, to me thats what defines an artist in this case a game artist. Not scared to try things differently.I'm digging how divisive this is already. I do appreciate how id has kept each new iteration different than the next.
I really get the feeling that this game wont do that well sales wise.After playing The Dark Ages for five hours, frankly, I have mixed feelings. Is it a bad game? No, it's quite good, actually. It has a lot of work put into it and it has its moments, that's for sure.
That said, in an attempt to please everyone it has become a game for no one. If there's a concept of "overengineering", then TDA has had an "overdevelopment".
- The game has a surprising amount of story, namedropping, some characters and factions, but strictly speaking I don't give a flying frag about them at all and those resources would have been better spent elsewhere
- The art is still divine and the game works well for me (HDR is especially good), but TDA looks hardly 2 GPU generations better than Eternal. Forced ray-tracing is used here only to save development time at the cost of optimization, and technically the game became somewhat lesser. The system of dynamic gibs is tamer and the number of unique combat animations dropped by a lot.
- Gameplay-wise, game simultaneously collects all the errors of Eternal and all the boredom of 2016. Yes, they've removed the Super Mario Bros jumping puzzles, but at the same time they've completely lost the main achievement of Eternal: insane mobility. Absolutely everything movement-wise is reduced to a shield with a cooldown and you are actually chained until it recharges and cannot move around the arena. Jumping is also nerfed significantly. That would be much less annoying if the arenas were less cworded. Typically, enemies can easily corner you and spam several attacks of different colors in a second. And they hit you in the back without indication and take off the hp to zero. This is not a skill issue, it's just chaos. That being said the parry windows are wider than Atlantic Ocean and the game even on ultra nightmare is more tedious than hard.
- All this spam of color-coded attacks, different types of enemy shields and enemy patterns actually reduces to zero creativity and freedom of playstyle. You can fight off or penetrate certain enemies with a strictly defined weapon or method, the game literally dictates you how to play correctly. At later stages it's simply not fun.
- There isn't enough ammo for any kind of long gunfight, and the radius of all the guns has been reduced to the shotgun radius of other games. Aside from the railgun, not even the stabber shoots that far.
- The music is there, I guess. That's all there is to say about it. Mick Gordon in the background could add a point to my score because game becomes definitely better even with Eternal score. Music is also bugged? Some segments are too silent and some random sounds are too damn loud.
- Levels became bigger, yet much simpler. All these huge empty spaces just killed the complexity of levels from Eternal and 2016. Maybe it gets better after the certain point, I dunno.
- All these attempts to 'make gameplay more varied' came down to completely cheesy two-button segments with a dragon and a mech, and even there they managed to add ripostes and attacks of different colors.
In short, the game has a lot of mechanics (some of them are even good), but most of them are strictly melee-based. Shooting in TDA is quite secondary in nature and often does not really determine the flow of the battle. There is no mobility and you basically play as a tank build from Souls game, not the Doom Slayer. So far, you just grind through the game with two attacks: your fist (and even then you have limited ammo ffs) and a chainshield. On the fifth hour this is getting boring.
There's tons of content in this game, tons of stuff, but it just doesn't add up to a cohesive picture or gameplay philosophy. I feel after meme-reviews like "DOOM IS SO COOL" will die down The Dark Ages will be considered quite controversial entry in the series.
I heard people saying that it still has more management than 2016, can you expand on that?I played for about an hour. I'm positively surprised.
I'm in the camp of people who couldn't get into Doom: Eternal. It was too chaotic, had too much resource management, too much platforming, and too many enemies and projectiles. Playing Eternal felt like work for me. If ADHD was a video game, this was it.
Now, in Dark Ages, I still don't care for the story right now, and that is fine. The Slayer feels nimble while also giving off "tank" vibes. It feels perfect. The shield mechanics are fun and, much more importantly, have implications for traversal that keep you zipping around the battlefield.
There are plenty of enemies, but there isn't that constant, overbearing barrage as there was in Eternal. The Middle Ages aesthetic mixed with science fiction works very well for Doom. So far, I don't feel like I need to keep tabs on 10 different ressources and gauges.
This feels, so far, much more like Doom 2016 with new twists. And in fact, it feels much more like classic Doom than Eternal so far. And I absolutely love the constant glory kills being gone, those got old in the last game.
And I absolutely love the constant glory kills being gone, those got old in the last game.
Something else I forgot to mention is that not having glory kills definitely hurts the combat loop for me
It's funny how some people loved the glory kills in doom while they shat on boring, samey, pace destructing finishers in other games.
Don't worry, TDA replaces glory kills with constant and annoying AF slowmo.It's funny how some people loved the glory kills in doom while they shat on boring, samey, pace destructing finishers in other games.
I personally hate the concept, imagine a frenetic fps where you have to stop every 10 sec for a lenghty finisher to get ammo or some shit, how the fuck is this old doom feeling? I only played doom on my snes when i was little and i don't remember any finisher whatsoever.
I just enjoy the glory kills because it allows me to reset and figure out what to do next. In such a fast paced game, I think that is goodIt's funny how some people loved the glory kills in doom while they shat on boring, samey, pace destructing finishers in other games.
I personally hate the concept, imagine a frenetic fps where you have to stop every 10 sec for a lenghty finisher to get ammo or some shit, how the fuck is this old doom feeling? I only played doom on my snes when i was little and i don't remember any finisher whatsoever.
Look
There is a list of modifiers, one of them is enemies reactivity and the other one projectiles speed, I think people are not realizing that you can make the game faster if you like
I agree with the recommendation to use auto-sprint. Only wish the sprint light-up border of the screen effect was less pronounced. Just started Siege. Seems like an open-world-ish segment. This shit rocks.
So in these wide open hub like areas, do enemies just constantly spawn in as you run from place to place or to each objective? Or is there a set amount and eventually you could be running across large, barren landscapes?
Sometimes due to progress in the mission you backtrack to some areas and they respawn, but normally no. Once you clear an area is clear
Didn't realise this was out, was gonna make an OT for it. Oh well, this one will suffice
Yep. To turn off the sprint screen border effect it's Settings->UI->Screen Effects. Not sure what all effects aside from sprint that will disable, but with auto-sprint it's probably a necessary compromise.I have read somewhere that you can remove this effect in settings I believe
Does anyone have a link to the original music video this gif was taken from
And how do you feel about that? Is it boring? Is it relieving?
Since I'm only an hour in: nothing, really.I heard people saying that it still has more management than 2016, can you expand on that?
What do you manage in dark ages other than ammo?
Like everytime you kill a big enemy?Don't worry, TDA replaces glory kills with constant and annoying AF slowmo.