• ASK_ME_ABOUT_LOOM@sh.itjust.works
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    5 months ago

    The thing is, id Software has landed in this medieval war against Hell not out of convenience but out of a need to change the fundamentals of play. To return to where Doom became legend two decades ago.

    I have bad news for the author of this article regarding what year it was two decades ago.

  • deranger@sh.itjust.works
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    5 months ago

    “If you were an F22 fighter jet in Doom Eternal, this time around we wanted you to feel like an Abrams tank.” […] ”You’re heavier, more powerful, and grounded,” he says. “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.”

    Hell yes. I’m still going to be cautious with my hype but this sounds like what I want. I know many people liked the acrobatics of Eternal but it was not for me.

      • Björn Tantau@swg-empire.de
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        5 months ago

        Long COVID left me in a state where I can’t handle too much physical or emotional stress. At least half a year ago or so playing 2016 was no problem for me. But Eternal was too much. Even on lower difficulty levels. But I actually liked Eternal. Especially later when you’ve got all the mechanics unlocked and can play through an arena on some kind of ultra instinct.

        I fear that this new game will be similar in stress levels.

      • Drasglaf@sh.itjust.works
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        5 months ago

        I had a similar experience. Doom was pure shooting fun, while the platforming component they introduced in Eternal altered the essence too much for me. I finished Doom in a very short time but I never finished Eternal.

        • Land_Strider@lemmy.world
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          5 months ago

          Tbh, even letting the platforming aside, the difficulty levels were pretty glossed over in Eternal.

          Choosing hard for the pushing yourself for fast paced gaming turned the health of every enemy to 11, making some weapons pretty useless instead of leaving them satisfying gameplay parts. Enemy animations were rather broken, too. In 2016, you could see every attack being prepared no matter how quick they were. In Eternal, it felt like playing an online game where animations were simplified and as if you were playing through a tick rate game where the game skipped cues for next enemy movements. A scrawny, naked possessed taking several melee hits wasn’t fun at all.

          On easy, it is not even Doom.

      • arefx@lemmy.ml
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        5 months ago

        I’m im the same boat. I don’t think.i even finished eternal. Beautiful game, I see why people love it too based off the gameplay but the new one seems more my style.

      • Potatos_are_not_friends@lemmy.world
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        5 months ago

        There’s a moment of flow state I had with Doom Eternal. Like John Wick running on pure focus with the most intense music, as I eat fire and shit bullets, carefully balancing out my kill rate with my ammo and health and refilling as needed.

        And you’re right. It is stressful. It’s 100% “fuck it we ball” and see where we land.

        And after playing some Doom mods recently, it’s no where near as chaotic.

      • Domi@lemmy.secnd.me
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        5 months ago

        Eternal was a recipe for stress for me.

        That’s the thing that made it great for me, but I liked both 2016 and Eternal for different reasons. Would be great if they can somehow satisfy both camps with the next entry.

  • malchior@aussie.zone
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    5 months ago

    I’m just glad some talent people are still making single player shooters. Doom and Doom Eternal were so much fun to play and I look forward to this next instalment.

  • Ð Greıt Þu̇mpkin@lemm.ee
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    5 months ago

    See this and the dark ages theme makes me think we actually are going to see them try to pull off a complete FPS arsenal with no hitscans, or at least no pure hitscans.

    If it works I could see it being a bold new direction for FPS design, why worry about balancing snipers if even your longest range weapons are still projectiles, also, why limit your arsenal design only to guns now that you don’t actually have the need to create that point and shoot sensation the same way. You could build an entire “FPS” that’s just snowball fighting and the different “weapons” in the arsenal are throwing implements.

    Sounds kiddish but imagine being able to crack open a cozy game fps with some hot cocoa.

    • BigPotato@lemmy.world
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      5 months ago

      FPS and Snowball Fight give me South Park 64 flashbacks. I can’t allow us to go down that road again.

      • Holyginz@lemmy.world
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        5 months ago

        I played tribes ascend in the past, and it was TONS of fun. Even if I did suck at actually hitting anything while zooming around lol.

        • fibojoly@sh.itjust.works
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          5 months ago

          That’s what the heavy mortar gun was all about : let the scout zoom around the map pointing targets for you to destroy, hidden behind a hill from the other side of the map. Such memories! :)

          • Holyginz@lemmy.world
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            5 months ago

            Tbf, I did really like zooming lol. I loved the momentum mechanics so much. Making me miss it right now lol