Doom The Dark Ages

Not sure about the big colored circles. I dunno why but I prefer the flashing models over that.

Counter heavy by the looks. Will probably increase the speed to max because it looks slow.
 
No multiplayer this time apparently. I didn't mind the 2016 mp but the eternal mp was meh. Honestly it doesn't really need it.
 
The difficulty sliders are an interesting touch. The game still looks a bit janky, but hopefully that will be sorted out in the next few months.
 
They need to go brutal. Give us an axe or something... the buzzsaw kills are getting old.
 
According to Digital Foundry, the game will be using ray tracing for hit detection. The new ID engine has its own equivalent of Nanite too. Currently doesn't work on trees, which I guess is similar to Nanite too.
 

I'm happy to hear that the glory kills will not be mandatory in this one, I was never a huge fan of that shit so it being a part of the combat loop in eternal basically ruined that game for me.

It's also cool that they are changing up the combat/level design, as the modern doom games had more in common with painkiller than doom.
 
That was my problem with eternal, having to glory kill to regain ammo slowed the game so hard, and on harder difficulties you literally couldn't avoid it as you would just run out of ammo right away. Glad to see them gone for small mobs and reduced for big ones.
 
the glory kill system in eternal really made it repetitive for me, with 2016 it was more like a finisher but eternal said "well u gotta do this now to get ammo"
 
It's funny you guys say that, because that was one of the slickest gameplay design elements of the game that they ripped out of 2016. No need for ammo pickups any more.
 
i like it old school. You get reward for exploring the areas, and also reward for varying your position in combat.
 
It's funny you guys say that, because that was one of the slickest gameplay design elements of the game that they ripped out of 2016. No need for ammo pickups any more.

I liked it allot at first. But it eventually got repetitive as you grind em out for ammo and constantly see the same animation play out.
 
It's funny you guys say that, because that was one of the slickest gameplay design elements of the game that they ripped out of 2016. No need for ammo pickups any more.
I preferred pretty much everything about 2016 over eternal, including the level design (2016 felt like an actual place overrun, where eternal were very blatant in your face arenas). Having health/ammo be pickups was perfectly fine to me from a design point of view, but i know a lot of people prefer regen these days. The issue with eternal is just how you see the same canned animation over and over that takes a few seconds that is a requirement for health/ammo, and you're locked into it and can't really move like you can while just shooting/meeleing. Seeing dark age tackle and fix that is really great to hear. I am also still sad about what happened with the composer of 2016 and ID, that didn't sit right.
 
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