Sujet : Re: DOOM: The Dark Ages
De : spallshurgenson (at) *nospam* gmail.com (Spalls Hurgenson)
Groupes : comp.sys.ibm.pc.games.actionDate : 15. May 2025, 15:38:54
Autres entêtes
Message-ID : <3gub2k5956o1srdp94so4sc3naa3dqhtbf@4ax.com>
References : 1
User-Agent : Forte Agent 2.0/32.652
On Thu, 15 May 2025 11:07:57 +0100, Mr Rob
<
noemailformethx@jsjsaiiowppw.com> wrote:
>
Early impressions:
Ammunition comes from slain demons providing that you use the Glory
Kill. There is also ammunition, armour and health scattered around the
map.
>
Yuck. If there was one thing I hated about the previous two nuDoom
games, it was the pinata-monsters and 'push-forward' combat mechanics.
I know its integral to the game, but it goes so against my preferred
gameplay style (hang back and take enemies from afar, because getting
mauled at close range just doesn't seem like something I'd enjoy, were
I actually in that situation). Not to mention, you don't get to really
enjoy the AI and visuals when your face is full of demonic wing-wang.
But from what you write, "Doom: Dark Ages" wants you to rush forward
again, and it seems like also its insistent on you constantly changing
weapons because ammo is always low for your preferred weapon. (what is
it with developers never understanding that a lot of people have
weapon preferences and don't like being forced to constantly swap out
to other guns?)
So far, the game seems more engaging than the last two modern
installments of DOOM. There are limited saves in the form of
checkpoints. That could potentially put me off. I had to just quit in
the middle of an arena. I have a feeling that I may need to replay
several minutes of the game just to get back to where I left off.
>
Limited saves? Yeah, as much as I'd like to engage with the visuals
and lore of the game, that's nearly a game-killer for me. What are we,
back in the late 90s of console games?
One of the major complaints about "Doom: Eternal" was the excessive
platforming. Myself, I rather enjoyed it (well, except for a few
obnoxious puzzles) because I felt it gave a nice break from the
constant action; it was a necessary counterpoint that made the
adrenalin-soaked combat more enjoyable
(to many games think non-stop action is the way to go, but it's the
equivalent of somebody shouting in your ears without break. It's just
painful noise. But add a few pauses and it becomes heavy metal rock
;-)
Anyway, a lot of people disliked the jumping bits; did they tone it
down?