Given how the CAD is trending $80 might look like a deal soon.
Don't scare me like that, I don't wanna see 100$ video games.
Given how the CAD is trending $80 might look like a deal soon.
Still loving this game, but I think the 3rd person cutscenes were a mistake. The tone and feeling of 2016 was better for being entirely first-person.
It should just be right click , like using a weapon mod
you can replay every mission on any diffculty any time either from the main menu or from a console in the fortress of doom next to the teleporter.is there a new game+ mode where you can restart with all unlocks?
I wish this was the standard across the board. Having to turn on hdr in windows settings before booting up a game just to unlock/reveal the toggle in-game is honestly kind of irritating.So, I was surprised that the PC version has HDR support, and how well it works. There are comprehensive controls for adjusting HDR, but also - it works without turning on HDR in Windows settings. For most games that support HDR, I had to go into Windows display settings (which would make Windows itself overly bright) and turn it on, but here, it switches on when you turn it on in game options, and when you exit the game, it switches off. Like on a console.
II'm on this level, and the gate was some of the most exhilarating shit I ever played in a while. So good.
there tons of upgrades and secrets hidden in every level of doom eternal.What happened to the metroidvania exploration levels from DOOM 2016?
That was one level called the foundry, that's it.What happened to the metroidvania exploration levels from DOOM 2016?
When I was about quite young I swear I remember some version of sim city (2000 or 3k) being $100.
Excellent, will try when I get home.turn "look smoothing" to 0. (should be under control settings, the last entry). game is way more responsible when this is off.
you can replay every mission on any diffculty any time either from the main menu or from a console in the fortress of doom next to the teleporter.
Turn the difficulty down?The amount of people defending the hard divergence from 2016's gameplay loop, even going so far as saying that 2016 was a bad game, and justifying the straight up slap in the face introduction this game gives through the first level is mind boggling. It reminds me of the "git gud" hostility that surrounds the Souls series. Maybe that was the entire point, but...
Can confirm, even on ultra nightmare.Turn the difficulty down?
Doom 2016 had no balance in mind, you could complete the entire game with one weapon pretty much.
It is still actively hostile to a player at a lower difficulty. I'm playing on Normal and dying pretty frequently. It's not about balance, it's about the game working against me until I find the solution to their combat encounter based off of enemy weaknesses and making sure I keep track of the 1872631897 systems they put into place.Turn the difficulty down?
Doom 2016 had no balance in mind, you could complete the entire game with one weapon pretty much.
I think that's more of a case of the game being not for you than it being bad or doing something wrongIt is still actively hostile to a player at a lower difficulty. I'm playing on Normal and dying pretty frequently. It's not about balance, it's about the game working against me until I find the solution to their combat encounter based off of enemy weaknesses and making sure I keep track of the 1872631897 systems they put into place.
It runs contrary to the sort of fun that I think people had with 2016, which is why it's a disappointment. 2016 was content to keep things simple and that was awesome.I think that's more of a case of the game being not for you than it being bad or doing something wrong
I doubt the flamethrower or blood punch are mandatory on normal, you only need to remember to move, shoot things, and use the chainsaw when you're out of ammo, that's like doom 16 but with one extra step in the loopIt is still actively hostile to a player at a lower difficulty. I'm playing on Normal and dying pretty frequently. It's not about balance, it's about the game working against me until I find the solution to their combat encounter based off of enemy weaknesses and making sure I keep track of the 1872631897 systems they put into place.
In the area where there's a blood pillar squishing up and down there's a punchable wall leading to the pillar with a 1up. Once you grab it it opens the door with the teethAsking here, don't wanna bother with stupid guide sites. On mission 5 (super gore nest), how do you get those 2 early secrets? There's a one up on an organic pillar thing, and a praetor token hidden behind an organic door with teeth that I just can't get open
I doubt the flamethrower or blood punch are mandatory on normal, you only need to remember to move, shoot things, and use the chainsaw when you're out of ammo, that's like doom 16 but with one extra step in the loop
It is still actively hostile to a player at a lower difficulty. I'm playing on Normal and dying pretty frequently. It's not about balance, it's about the game working against me until I find the solution to their combat encounter based off of enemy weaknesses and making sure I keep track of the 1872631897 systems they put into place.
I doubt the flamethrower or blood punch are mandatory on normal, you only need to remember to move, shoot things, and use the chainsaw when you're out of ammo, that's like doom 16 but with one extra step in the loop
I guess there's weak point stuff, but the gist of it is "shield, shoot plasma, annoying weapons, shoot them to knock them off"
I'm one of the people that think Eternal is a superior game to 2016 (which I liked but didn't love), but I don't think you can ignore the sheer number of people who wanted this game to be more like 2016. Maybe they could add a '2016 mode' cheat that doubles the amount of ammo you can hold and pick up, adjusts the weapon power to favour the later weapons and reduces the number of fodder enemies that spawn in arena encounters.
If you could skip past all the intro screens and the bethesda login, this game would unreal as to how fast it can get you playing.
Starting a new game is insanely fast and restarting a checkpoint takes like 3 seconds. It feels so great no to have to sit there and wait. Especially since I'm dying multiple times during every encounter.
+com_skipIntroVideo 1
Exactly this. The design is aggressively prescriptive in the way you should play instead of providing incentives to play the way the designers wanted. The post earlier about the Marauder fight is a stark example of that. "Play it our way or don't play at all"It is still actively hostile to a player at a lower difficulty. I'm playing on Normal and dying pretty frequently. It's not about balance, it's about the game working against me until I find the solution to their combat encounter based off of enemy weaknesses and making sure I keep track of the 1872631897 systems they put into place.
Give it more time. It's a very dense game. As you improve, the things that are annoying to you now will become second nature and then the combat is just pure bliss.It runs contrary to the sort of fun that I think people had with 2016, which is why it's a disappointment. 2016 was content to keep things simple and that was awesome.
I'm perfectly happy with understanding the game ain't for me, but I can also criticize the elements of it that I think don't work and why I don't like it.
You're not wrong. But also, once you have all weapons and have a decent amount upgraded, the game becomes less restrictive and allows you to fuck around more. The tightness and prescriptiveness is just a symptom of the progression in the gameExactly this. The design is aggressively prescriptive in the way you should play instead of providing incentives to play the way the designers wanted. The post early about the Marauder fight is a stark example of that. "Play it our way or don't play at all"
While I'm glad that a lot of people are loving this game, I'm firmly in the "Don't play at all" camp. At least it came with DOOM 64 which is a hell of a good time to play.
This makes me not want to buy the game. Ive read about 50 posts now about how it feels like they gone fucked up.The amount of people defending the hard divergence from 2016's gameplay loop, even going so far as saying that 2016 was a bad game, and justifying the straight up slap in the face introduction this game gives through the first level is mind boggling. It reminds me of the "git gud" hostility that surrounds the Souls series. Maybe that was the entire point, but...
This game makes me feel like Id Software/Bethesda can only make good games by accident or when the suits upstairs aren't looking. The game is almost 100% going against what Doom 2016 was about other than the combat.
Cutscenes and exposition? Fuck'em! You don't need that. XP? Nah. Who the fuck cares? A million complicated systems? Nope, you're good. Have a pretty simple upgrade tree. Even the world design in Eternal is expressly made to work for the Doom Slayer. Oh look, a block with a fist symbol on it. I wonder if you should punch it... 2016 wasn't exactly coy about the design being video game-y, but it rarely felt like I was playing a game within a game.
Hell, 2016 even tried being subtle about any connection with prior games. I fucking groaned when I retrieved the Super Shotgun in Eternal and the game told me how awesome it was. In 2016 you got hype if you knew what it was or you got hype after it blows a demon away for the first time. Not because the game puts it on a literal pedestal.
The only thing that they got close to getting right is the combat, and even then I have a million frustrations with it! Maybe I'm outright remembering 2016 wrong, but the fact that Eternal has nearly never-ending (or they actually never end until the big guys are dead?) fodder enemies for you to glory kill and chainsaw--because you are going to run out of ammo and health--just feels weird. On top of that I have a flamethrower, a freeze grenade, a frag grenade, two dashes, and parkour bars just makes everything so insane that I easily lose track of things. On top of that, it feels like so many weapons are "answers" to enemies. Cacodemon? Just grenade/shotgun sticky grenade'em in the mouth and they get one-shotted. Spiders? Sticky grenade their turret and it's gone in one.
I won't get into just how long levels feel and how utterly exhausted I am after a 2.5 hour stint before I can go back to my upgrade-house and stare at the "Unmakyr".
What a goddamn disappointment of a game. It feels masturbatory in the worst kind of ways.
There was a lot of subtle details to 2016 that Eternal just disregards. Even weapons and powerups in 2016 were usually ripped off bodies, corpses, or from something tanglible in the world, like a secret locker. In Eternal you have holograms or some nonsense waiting for the Slayer to just stumble upon.
For as much love some have for the combat changes, I really am let down at how far they distanced from the other aspects of design.
Give it more time. It's a very dense game. As you improve, the things that are annoying to you now will become second nature and then the combat is just pure bliss.
Honestly these responses just validate my opinion. If I was looking for a Souls style of game where I needed to master every enemy on a knife's edge I'd boot up Dark Souls, not DOOM. I shouldn't have to play through hours and hours of the game just to get to the point of enjoyment.You're not wrong. But also, once you have all weapons and have a decent amount upgraded, the game becomes less restrictive and allows you to fuck around more. The tightness and prescriptiveness is just a symptom of the progression in the game
Ultra-Violence is stomping me something fierce in ways Doom 2016's UV never did, but it's already feeling like the ideal way to play for me. It makes you value most of the mechanics they put into play. Playing 2016 and Eternal really feels like the difference between playing a Musou game and a DMC or Ninja Gaiden game.