The rhythm of shooting demons and weakening them for a visceral glory kill remains as bloody satisfying as before, though you also have an extra tactic with the new flame belcher equipped on your shoulder. The major highlight is no doubt the super shotgun’s meathook, which is essentially a hookshot for pulling yourself into an enemy before you blast their face up close with the shotgun. Everything feels as meaty and powerful as you remember, except there’s now some new mods to change up how you can handle each weapon. But also, when you’re faced with a horde of demons from every direction, I’d prefer to be able to run by default. In theory, it allows you to do cool things like leap across an area and then boost to the side to dodge something at the last moment. Instead, you have a booster, which operates on a cooldown. ![]() So imagine my disappointment that the Slayer’s movement speed has taken a hit. Because if it was between new traversal techniques or just letting the Doom Slayer run by default, I would have stuck to the latter. ![]() While this clearly changes up mobility, I’m not entirely sure it is necessary. Yet id are clearly not resting on their laurels, as the opening tutorial introduces some new moves that make the game feel even more like a first-person platformer.Īs well as being able to double jump, you can also swing across yellow monkey bars, and even climb certain walls, in some cases leap between them. So if you were to say that DOOM Eternal is more of the same, I would’ve been all for it. And against all odds, it actually managed to tell a fairly decent story without compromising the flow of carnage. It turned out to be quite simple by being just fast, furious and ridiculously ultra-violent, although those gruesome glory kills also brilliantly kept up the pacing, pushing you to fight aggressively to stay alive even when the demon horde threatened to overwhelm you. Even though the game is now third person perspective in a large 3D world, fans can still see a lot of the bullet hell style shooting which the studio's former games really leaned into.// Previews // 3rd Sep 2019 - 4 years ago // By Alan Wen DOOM Eternal gamescom PreviewĢ016’s reboot of DOOM completely surpassed my expectations in how id Software managed to make the seminal FPS feel fresh and relevant again. As Krueger mentioned, the dark sci-fi setting was a sort of dream project for him, as he was also able to tap into the sense of mystery, trauma, and horror, using them as a source of inspiration. However, Krueger also clarified that the controls are fully customizable so players can switch to a more traditional scheme if they want.Ī previous episode of the HouseCast showed off how Housemarque came up with the concepts of time travel and horror elements in Returnal. Half pressing the left trigger will enable the traditional focus aiming while a full press of the trigger uses the weapon's alternate fire. Using the adaptive triggers, Housemarque was able to create dual functionality with one trigger. In addition to the increased processing power and speed of the SSD, the studio really focused on making the most of the DualSense controller. In addition to the gameplay, Housemarque also touched on the PlayStation 5 and how the hardware has helped the studio to push Returnal even further. One gameplay example showed the player using the hookshot to discover a secret on a ledge that would normally be inaccessible. ![]() Housemarque is also using the kinetic energy to allow players to better traverse the environment using jumps, air dashes, ledge grabbing, and a hookshot tool that can grapple players to ledges. During the discussion, gameplay footage was shown off, featuring fast paced third person shooting action with dashing, and plenty of enemies to take out. Game director Harry Krueger admitted that the studio was attempting to be a bit more bold and try new things, though at the heart of Returnal is the familiar gameplay strengths that fans have come to expect from the studio. RELATED: Returnal Gets Release Date in New Gameplay Trailer ![]() Episode three focuses purely on gameplay with how the studio was able to take its usual top down, side scrolling arcade-style games and translate that gameplay into a big 3D world. The series kicked off in November as a way to further showcase the studio's upcoming title Returnal as the team continues to work remotely due to the global pandemic. Just recently, the studio put out the latest HouseCast episode, a periodic behind the scenes look at the company and the people that work there.
0 Comments
Leave a Reply. |