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Doom Eternal - 90 at Meta, 8GS


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2 minutes ago, Quad Damage said:

sounds like the last doom game except with platforming and swimming. :poop:

Surprised there’s no escort missions to add the cherry on top of this shit sundae 

Edited by Delita
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8 minutes ago, Delita said:

Surprised there’s no escort missions to add the cherry on top of this shit sundae 

 

instead of that it has this

 

"t can get a little complicated for its own good – it has three or four completely different upgrade systems and the hub area can be a bit overwhelming"

 

great job with that throwback/back-to-basics shooter smh.

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3 hours ago, Quad Damage said:

sounds like the last doom game except with platforming and swimming. :poop:

 

3 hours ago, Delita said:

Surprised there’s no escort missions to add the cherry on top of this shit sundae 

 

 

lmfao fagguts 

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this euorgamer review excerpt is on point

 

"What really saps Eternal, however, is the predictable way the campaign once again breaks down into combat bowls and platforming stretches that feel like they've been stripped at random from Prince of Persia: Sands of Time. There are collectibles to unearth, some tucked in high alcoves or behind smashable walls, together with optional hidden battle chambers, but the alternation of shoot-out then jumpy bit then shoot-out is the same throughout.

 

It's worth remembering that old school Doom wasn't just a series of one-man massacres. It could be ominous and anxiety-inducing. It had monsters you could hear through walls, shambling about in the guts of the level, and concealed partitions that slid open without warning. It had a narrative, just about, but it didn't try to root the weirdness of its concept or spaces in lore, and its secrets were as much about enjoying the possibilities of virtual architecture as securing a power-up. It was a world of alarming corners and optical tricks that deformed and shifted simply because it could. For all its abundance of things to find, you don't get quite the same feeling in DOOM Eternal. At times, it feels like the levels have been designed backwards from the completion screen, with its grocery lists of optional treasures and encounters. You might argue that 3D worlds are simply less surprising on the whole in 2020 than in 1993, but that's to ignore the work of countless DOOM modders whose creations, made using id's original engine and tools, continue to startle and intrigue today."

 

 

 

i was already baffled when doom 2016 came out and everyone thought doom is supposed to be a series of interconnected locked arenas, now they added platforming at regular intervals and double down on the progression systems. :pffft:

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11 minutes ago, Quad Damage said:

this euorgamer review excerpt is on point

 

"What really saps Eternal, however, is the predictable way the campaign once again breaks down into combat bowls and platforming stretches that feel like they've been stripped at random from Prince of Persia: Sands of Time. There are collectibles to unearth, some tucked in high alcoves or behind smashable walls, together with optional hidden battle chambers, but the alternation of shoot-out then jumpy bit then shoot-out is the same throughout.

 

It's worth remembering that old school Doom wasn't just a series of one-man massacres. It could be ominous and anxiety-inducing. It had monsters you could hear through walls, shambling about in the guts of the level, and concealed partitions that slid open without warning. It had a narrative, just about, but it didn't try to root the weirdness of its concept or spaces in lore, and its secrets were as much about enjoying the possibilities of virtual architecture as securing a power-up. It was a world of alarming corners and optical tricks that deformed and shifted simply because it could. For all its abundance of things to find, you don't get quite the same feeling in DOOM Eternal. At times, it feels like the levels have been designed backwards from the completion screen, with its grocery lists of optional treasures and encounters. You might argue that 3D worlds are simply less surprising on the whole in 2020 than in 1993, but that's to ignore the work of countless DOOM modders whose creations, made using id's original engine and tools, continue to startle and intrigue today."

 

 

 

i was already baffled when doom 2016 came out and everyone thought doom is supposed to be a series of interconnected locked arenas, now they added platforming at regular intervals and double down on the progression systems. :pffft:

Sounds like a pretentious fuckhead's take :hest: 

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1 hour ago, Team 2019 said:

Reinstalling Doom 2016.

 

Yeah the game has nothing to do with the appeal of classic Doom. It's true.

what the fuck does that even mean? it's doom ffs. and if anything it goes back to the roots with his pet rabbit. :glad:    

 

lore wise.

Edited by kaz
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