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#doom eternal dlc gameplay
the-world-spear · 2 years
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stealingyourbones · 7 months
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Half-Life anon again. Im so glad you already played portal, that would definitely be next on the list!! DOOM is *also* so so good, between it and HL, it's probably the bigger adrenaline rush, and, at least as far as the classic game go, probably far less mechanically complex than HL! If you want the Full Lore for the classic games (1, 2, and 64) be sure to look up the manuals first, since they do the whole "setting up the story in the manual" thing before just dropping you right into the game.
Modern DOOM (2016 and Eternal) has absolutely nuts gameplay that makes you feel like a total badass no matter what difficulty you play on, and lore is all in the games ok, but... well. You'd be hard pressed to find a fan who doesn't think the story is a hot mess of a dumpster fire (including the ones who like or at least don't mind it, such as myself.) Especially Eternal's dlc has a very "but what ACTUALLY happened was [absolutely bs stupid rule-of-cool lore drop that makes no sense]" feel to it. The current lead writer keeps changing and adding lore three years after the fact, and most of us have decided by now that he's full of shit. But hey! You're a DC comics fan, I'm sure you know what that's like! The games are still good and I still love them anyway.
DOOM 3 is... sort of its own thing, in a weird limbo state. It's not really part of the same continuity as the rest of the games, and it leans a bit more heavily on the horror and suspense themes than the "you're not stuck with them, they're stuck with YOU" theme of the other games, so dont go into it expecting the same feel. It doesn't run quite as fluid as the other games, but it's the first true 3D game, as opposed to the classic 2.5D.
Anyway! That is all for now (again) but if you keep talking about these games, I will happily keep infodumping to you as long as you'll let me. :3
!!! Dude I’m so fuckin down for u to continue infodumping!
Good to know that the 2016 Doom’s storyline is a bit wild. As long as I can throw hands with demons I don’t mind >:D
Both Doom 1 and 2 are so fun dude!!! I also played My House.wad because it sounded cool and oh boy was it cool!!!! House of Leaves is on my reading list so I’m interested to see how the feller that made the .wad was inspired by it.
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dillweedshole · 7 months
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I give up. Fuck the Frontiers DLC. I quit.
Final Horizon, the Frontiers DLC, started super nicely, I liked everything about it right up until trial 2. trial 3 was fine, 4 was fine too so my hopes were back up. then the master trial hit, and now i'm at the boss, and now it's just bad to me.
here's the thing: I would love if the mechanics were refined and fixed up, the difficulty would 100% be tolerable. I did Doom Eternal's Ultra Nightmare mode, I did Dead Space 2's Hardcore mode, I GOT 106% IN CRASH FUCKING 4. I am TOTALLY FINE with difficulty (especially when it gives you something for doing it (fuck you crash 4 lmfao))
but the game is about as nutritionally balanced as a fast food meal. It's just not bro.
the perfect parry requires near FRAME PERFECT inputs, but you can spam the stomp until the sun collapses. the titan animations look like they SHOULD be telegraphed correctly but they're off. Sometimes the attack hit is late, sometimes it's early.
Y'know what, I also hate these fucking babymen who can't handle that their precious little blue rat game is getting criticized so they hide behind their meaningless skill in a single player video game for children. I can understand wanting difficulty, the rest of Frontiers is a cakewalk, and at the end of the day it's a totally free content update that doesn't change fuck about the main game, but this is not real difficulty. It's bad jank. I love Sonic to the end of the fucking earth but this is literally just annoying content. the last of any big spectacle at the final boss was completely ruined by the terrible gameplay that lead up to it. I am in absolutely no fucking rush to play it, in fact I'll probably just watch it online and uninstall the game to make space for something else. (steam deck storage issues)
I feel like I need to bring something up, relevant to all this: Doom Eternal also got DLC, The Ancient Gods, and it was ALSO fucking NUTS HARD. (talking more about Pt 1 here lmao)
HOWEVER. Once you learned how to play through TAG 1 at a high enough level, the REST OF THE GAME opened WIDE UP. It's a hurdle, but once you do it you feel like a fucking CHAMPION. You genuinely feel like you become a master of the art of "Fucking Shit Up".
Final Horizon makes me feel like a child who just got beat up by the school bullies. I don't feel any cooler or better at the game, I just feel like walking back home and maybe crying and pissing myself a bit.
How cool a comparison, DOOM's TAG 1 is a martial arts master where Final Horizon is a group of school bullies lmfao
It's not rewarding skill at all, it's just needless skill. Skill that will never apply to anywhere else in the main game. Because the game was never built for this type of difficulty. (the pre-trial tower climbs were all perfect though) Combat in Frontiers was almost entirely spectacle. It was fucking cool spectacle but at the end of the day you could totally get through the entire game mashing X and you could get away scot-free.
Now, I think the Cyberspace stages are about where the difficulty is present AND correct. It makes sense HOW they're hard, and they don't break any rules just to make the game harder. You can still do absolutely everything you could do in the base game's Cyberspace levels with zero changes to your moveset, the goal posts are now basically expecting you to use your skills. THAT is good skill usage. Not "Let's make your parry window fuckin 8 frames long, go fuck yourself" like what???
I had an idea for how the combat could be just a bit tougher (i'm no game designer yet so this could be ass): Make the boost gauge affect what attack moves you can make and how many times you can make them, and while in combat it recovers a little slower but speeds up by attacking normally. Spamming stomp would basically be impossible, now you have to time it out. i don't fuckin know i just want frontiers's difficulty to make sense.
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circadiananomaly · 1 year
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Okay; in commemoration of my blog getting a makeover, I’ll introduce myself!
Hi; Call me Circa/Cicada/Circuit! I go by Any Pronouns; my gender is a Royal Court, and everyone is a Jester in it.
Here is my current blog lineup!
Main Blog: @/circadiananomaly [This place is mainly for reblogging art stuff now! Sewing, writing, digital, you name it!]
Art Blog: @doodlecircuitredrawn [Self explanatory; all my art will be there!]
Reblogging Blog: @releeblogreborn [Reblogging CHAOS! Total randomness! Woo!]
Huge Update as of 7/31/23! See under Read More.
Anyway, here’s some fun facts about me!
I am very partial to Nintendo! (Although I haven’t had much access to consoles throughout my life, lol)
I am in so many fandoms. So many. Video games mostly. I’ll list them off later.
Why the reborn part in my alt blog? I goofed while trying to delete a blog I didn’t use and somehow deleted the original one. Sigh.
I drew my profile pic. It’s brand spanking new, and it took a little over an hour to draw. The banner is just some photo I took a few years ago.
My old username was @/sleepysnappl
I can speak and read English pretty much fluently. I’m currently trying to learn Spanish (I likely won’t be able to accurately respond though.) Perdón; Yo no hablo o veo Español muy bueno.
I have not had a Personal Computer (as in all for me, no sharing, not for work or whatever,) in almost 6 years now. I mostly main my phone and iPad, lol.
I don’t trust Apple at all, my iPad is kinda old for a piece of tech, and from before I knew of their untrustworthiness. It just happened to last this long, lol.
I follow like thousands of blogs, holy crap
Lovecore is one of my favorite aesthetics, the hearts and color scheme are so cute! ^-^
My typing quirks generally include “reversing” emojis and using bracket smiles instead of the usual parentheses smile. Like this! [:>
And that’s about it for fun facts about me (for now!) Here’s all the fandoms I like as I remember (under Read More).
In Stars and Time (NEWEST! The game talks about many heavy issues, so please be careful!)
Super Mario (Update, I have now seen the movie!)
Miitopia & Tomodachi Life (Where’s Tomodachi Life 2, Nintendo? Huh? HUH? /playful)
Pokemon (Mostly play the games at this point. Haven’t seen one of their animes in a while)
Cookie Run (Haven’t been playing recently)
Pizza Tower (Newest fandom currently)
Undertale & Deltarune (I’ve kinda taken my distance cuz of the weirdos at this point)
Friday Night Funkin’ (One of the newer fandoms currently)
Object Shows (BFDI, II, etc.)
Rise of the Teenage Mutant Ninja Turtles (I don’t know much about this fandom, though! ^-^”)
Welcome Home (an ARG Horror Game by @/partycoffin!)
Minecraft (I’ve been playing since the mid-to-late 2010’s, do with that info what you will)
Kirby (Nintendo)
Stick man fighting (See Hyun’s Dojo. Don’t know much abt this fandom either ^-^”)
Animator vs Animation & Animations vs Minecraft by Alan Becker (check his YT, he does awesome work!)
Steven Universe (I haven’t seen the movie yet, no spoilers please)
Celeste by Maddy Makes Games and Extremely OK Games Ltd. (Impeccable story, do be careful as the DLC talks about death, though.)
My Little Pony (Friendship is Magic is pretty much their current peak, you cannot change my mind.)
Madness Combat (I don’t know much about their lore, but this fandom vibes, ngl.)
Doom the game (I've only seen Eternal gameplay, soo,,,, ^_^")
That’s all I can remember for now!
Damn, I can’t believe I reached max tags with the fandoms alone! I’ll consider that an achievement! I may even have to turn this into a reblog thread to add tags… I shall now return to lurking!
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Huge Update!! I have created a new Art Blog! The username is @doodlecircuitredrawn! This blog is now to be repurposed for art reblogs! See my reblogging blog, @releeblogreborn for more general randomness and chaos. ^_^
See ya’ll!
- Circa [:
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doom-nerdo-666 · 11 months
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MetaDoom explained part 3, check this tag to catch up.
Weapons:
MetaDoom has a lot of fun toys. Some of them have designs meant to mix up different designs and elements of certain weapons.
Some also have alt fires as a nod to D4 and to make things more interesting. There's also randomization rules where for you to pick up X, you must get Y first except for the melee weapons for some reason. Also, when switching weapons, it’s a bit quicker when they’re the same slot
FIST:
Has its own keybind as is a simple move that makes enemies drop health pick ups when punched, as in D4 fashion
1st slot: EGM SIDEARM:
Pistol whose design sort of resembles D3 and 4
Has infinite ammo and shoots laser instead of bullets
Alt fire is a lantern, which could resemble D3 BFG edition but it's actually based off D3's duct tape mod (Or at least Xbox version of D3RoE)
Menu option turns off intinite ammo, so it uses bullets as ammo, obviously
2nd slot: COMBAT SHOTGUN:
D64 look but still has a normal reloading animation
Alt fire is D4's grenade shot, costing 4 shells
Drops shell casings.
2nd slot: HOLY WATER PISTOL:
From D2RPG
Main fire deals low damage but makes most foes cry and run like cowards, while instantly killing LS's (Originally, it just stunned them and dealt more damage on LS's and maybe Archies too but less on zombies, but i might be wrong)
Second alt fire refills your health but wastes more water
To refill its ammo, just stand on most liquid textured floors (Originally it was filled with water tanks/fountains and using toilets)
When you refill with water, you may heard a sound that is RPG related
Has its own bindable key
3rd slot: SUPER SHOTGUN:
Has D2's design but with different sprites, animations and Doom Eternal’s meathook, which seems based off the Doom alpha/beta bayonet rifle blades and painted gold
Primary fire is the same
Secondary fire shoots the meat hook and if it hits an enemy, they’re stunned and the hook brings the player to said enemy, which has a lot of traversal potential
Meathook has time based delay if successfully used, hence the lights in the weapon indicating how much time left
If you miss, you can shoot it again
It also works on UV co-op players
The movement itself is not as complex or “web slingy” as Eternal’s
Meathook can also bring some gameplay breaking issues at times, so be considerate
Can show up in Doom 1 sometimes, by replacing Shotty placement
Drops shell casings
3rd slot: FIRE EXTINGUISHER:
Doom RPG weapon that can put up Lost Souls, fireball projectiles and even flames/fires from certain props
Second fire can save you from Archvile's fire attack (I think originally it was mainly used to put up fires blocking paths and deal more damage on LS's and Archies)
Has its own bindable key
4th slot: ASSAULT RIFLE:
Doom 3's machine gun, which sort of resembles classic Doom's chaingun, but apparently it fires one tick faster, due to complaints of it sounding weak
Alt fire is D4's micromissiles, which wastes a lot of ammo and they have a short delay when sticking to enemies before exploding
Drops bullet casings
4th slot: CHAINGUN:
Design mostly represents D64 and 3, but painted blue
Primary fire is obvious, more damage at the cost of waiting times (I thnk it also uses a beta D3 sound)
Second fire: D4's turret mode, unleashing three barrels to do more damage at the cost of ammo (It also prevents you from walking instead of just walking slowly)
Drops bullet casings
5th slot: ROCKET LAUNCHER:
Design represents D1, 64 and 3
Firing sound is Eternal related and fused with 3 firing sound
Alt fire is from D4, detonating rockets in mid air that can drop fragments that deal damage (Based off an upgrade for this alt fire in the game)
5th slot: GRENADE LAUNCHER:
A weapon from D4's multiplayer DLC
Like a traditional GL, its grenades either bounce around and explode shortly after or explode on impact with enemies
Second fire is a gas grenade, that drops short lasting gas, that continues to hurt enemies (Or sometimes you)
Grenade sprites may be Duke Nukem related, while the green cloud is probably from Hexen
In D4, the official GL shoots a harmless smoke bomb but D4's MP has a Plasma Rifle whose alt fire is an harmfull energy floor like a Cybermanc attack
6th slot: PLASMA RIFLE:
Design and sounds represent classic Plasma gun and D3/4 (Could resemble all versions, actually)
Has no recoil
The screen on the weapon shows bars being filled when firing, this is so when they're full, you can use the alt fire
When each bar is filled, there’s sounds from Eternal being used
Alt fire is D4's heat wave, which seems to be composed of stronger Plasma balls than a simple Plasma wave
It also affects your surroundings in a 360 degree angle, something that 2016’s heat wave did but not Eternal
6th slot: LIGHTNING GUN:
D4 multiplayer weapon, whose primary fire is a string of electricity that shocks enemies and wastes a bit more ammo
Alt fire is borrowed from the Plasma gun in D4, which is a harmless projectile that stuns enemies
6th slot: GAUSS CANNON:
D4 weapon, that is pretty much a Quake Rail Gun, kinda
Design sort of represents the original BFG9000 or at least early sprites and the toy they used for it
Primary fire even has that spiral effect from Q2 and Skulltag
Second fire is just a scope for the sake of balance and maybe a page taken from the Vortex Rifle (Its design still resembles one of the Gauss Cannon's alt fires)
If you're too close, it can cause splash damage and hurt you
7th slot: BFG 9000:
Design represents D64 and 4
Uses separate ammo from Plasma gun (Argent core)
Main fire may deal a bit more damage than usual and the projectile can damage enemies nearby, as inspired by D3/4
Second fire is a stream of BFG balls based off an unused BFG fire (It can even bounce on floors/ceilings) but there's no red projectiles
7th slot: UNMAKER:
Doom 64's hellish weapon whose design also represents the Reaper (D4 multiplayer DLC) and because it's originally nameless, it's technically nicknamed after a Doom bible weapon
Like the original, it starts off as an odd cousin of the Plasma rifle, but once you pick up the demonkeys, it fires faster and gets to shoot three projectiles at once (Though it may not be entirely faithfull, at least if you look at that video by Decino or the ClassicDOOM channel)
Said demonkeys can spawn next to BFG/Unmaker spots and in D64 maps (Consolation Prizes), they're where they're supposed to be
Demonkeys also unlock and upgrade an alt fire, where you charge up 1 to 3 laser beams
7th slot: SOULCUBE:
Doom 3's magic cube whose design is based off Doom 2's spawn cube and it smoothly shakes on screen when used
Once picked up, enemies start dropping "soul essance" and you need at least 10 of those to make the weapon work (May be based off D4's MP mode called Soul Harvest)
Once you got 10 souls, you can use the Cube to instantly kill one enemy and they'll drop ammo/health/armor like in D4 fashion
Despite being a BFG replacement, it can replace chainsaw in rare occasions (E2M5, Map 10)
Has its own bindable key
8th slot: CHAINSAW:
It's design and sounds mostly resemble later designs but it's technically just a yellow chainsaw, so it may not matter that much
Primary fire is the same, while second is just a strong and slow swing attack
Press the FIST key and you get an attack that makes enemies drop health goodies
8th slot: FIRE AXE:
Doom RPG's axe, which normally had a black head and yellow handle, but who cares
Primary/second fire: Slow melee attack that makes enemies bleed and drop health for a while, but zombie types die instantly
Can destroy barrels without exploding them, this can be usefull
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Back for Seconds: Five Even Better Sequels
   Sequels are hard to get right. When the previous game is a tough act to follow, the next entry tends to fall short of expectations - but not these sequels. Every now and then, you get a game that absolutely blows their predecessor out of the water; whether it’s mechanical improvements for smoother gameplay, graphical updates, stronger writing and plot, or even all of the above, some games are just even better sequels. Developers often use sequels to learn from any mistakes they made the first time around, putting their experience to the test and pushing their abilities further to see what kind of game they’re really capable of making. I’ve found a handful of examples of video game sequels that were way better than their already-popular predecessor and brought them together here to see just what makes them so much greater. Enjoy!
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DOOM Eternal    As the original first-person-shooter, DOOM has had players ripping and tearing through the demonic hordes of Hell for almost thirty years, and has been constantly upgrading as technology advances and a new generation of slayers take the controls. In 2016, a soft reboot of the series, simply titled DOOM, brought the most impressive improvements upon the original, and its sequel DOOM Eternal improved even further on that! Eternal saw the addition of greater mobility and combat pacing, with a whole slew of movement upgrades to fight at breakneck speeds. The story campaign is much longer, with a greater variety of environments and a significantly increased focus on lore and expanding the mysterious and badass character of the Doom Slayer. Eternal brings the classic look and feel of the original 90’s games to next-gen gaming, while also polishing every aspect of the more recent games for the ultimate DOOM experience.
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Risk of Rain 2    When it’s time to make a bigger and better version of a game, you can’t get much bigger than adding an entire dimension. The roguelike Risk of Rain started as a 2-D sidescroller, but the sequel turned it into a 3-D third-person-shooter, allowing for greater options for mobility and spicing up the flow of endless combat. Overly-unfair or poorly-balanced enemies from the first game were removed, replaced or rebalanced, and the massive haul of original items was expanded and redesigned for the new gameplay. Risk of Rain 2 brought sprawling open environments and a fully-integrated co-op multiplayer mode, allowing you to explore the dangerous world of Petrichor V with your friends - no modding necessary! The game’s graphics and models were constantly updated and improved throughout early access, and countless post-launch additions and a major DLC expansion kept the game feeling new and fresh for years.
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Bendy and the Dark Revival    It’s always fascinating to watch as indie developers build their skills from scratch as they release games, and the most impressive changes are usually seen in their second game. Bendy and the Ink Machine was a humble, cartoony horror game with an interesting style and story, hampered by bugs, clunky mechanics and a slow, chapter-by-chapter release schedule. Once the long-awaited sequel Bendy and the Dark Revival was released, the lessons learned by the developers were clear as day: the bugs were few and far between, the story was a single self-contained campaign, and dozens of interesting new mechanics were introduced to keep the gameplay fresh throughout the entire game. With stealth missions, mobility and weapon upgrades, fast-travel and so much more, the scale of the sequel was immense compared to the original, and it was all topped off with a professional style and polished writing that demonstrated just how far the tiny development team had come.
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Portal 2    The original Portal was an example of “less is more” - a two-hour campaign consisting of stark white test chambers, grimy backrooms, a snarky robotic voice and a single core mechanic of using portals to move things from one spot to another. It didn’t need any more than that to become wildly popular…which is exactly why the developers challenged themselves to make it even better. Portal 2 took the straightforward puzzle game and expanded upon it, with a more in-depth story campaign over triple the length of the original, numerous new environments, a bigger cast of characters and dozens of new puzzle mechanics. If that wasn’t enough, an entire co-op campaign was introduced alongside a level creator for theoretically infinite possibilities, and it all still stayed true to the first game’s simple concept of portal-based testing. Portal 2 ended up becoming one of the most popular games on PC, where it still remains even 12 years later.
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Assassin’s Creed 2    Assassin’s Creed 2 may as well be the poster child for “highly-improved sequel”. The already-expansive first game was fleshed out even further, and pretty much every complaint about it was addressed in the sequel. Assassin’s Creed 2 brought some much-needed variety to the missions, adding more unique twists to the repetitive assassination jobs from the original. The main protagonist, Ezio Auditore, was a significantly more interesting character than Altaïr, being more relatable and well-written with an actual backstory. The sequel also brought in a much larger cast of characters, both original to the game and from real-world history. There was also a massive amount of general quality-of-life improvements; guards were easier to hide or escape from, maps were available to help track down collectables, an entire inventory management system was developed to ease the hassle of sorting out your gear, and way too many more improvements to list them all here. 
   Which of these excellent follow-ups are the best? Do you know of any other fantastic sequels that would fit this list? Let me know! Reblogs and likes are much appreciated, and thanks for reading!
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highbeamtf · 1 year
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My Intro To DOOM
I've been sitting on this for a while, had it written in a notebook and I definitely want to share this. As I mentioned in my intro, I've become a wee bit obsessed with the DOOM game universe, something I dabbled in as a child when DOOM and DOOM II first came out. I vaguely remember my mom trying to keep me from playing the OG DOOM game saying it was too violent for me as a young child. The pixelated graphics however didn't exactly make me think it was terribly violent back then. I believe I played a little of Quake I as well but I don't remember as much of that as I do the first two DOOM games. I do however remember drawing pictures of demons based on some of the game designs and it's a shame I don't still have those. I didn't really touch much else in the DOOM game universe until 2021 which I will get into shortly, but I do remember seeing some things from the DOOM III game and watching that live action movie with The Rock and Karl Urban (Karl is one of my top fav actors by the way). I didn't mind the live action movie, though it had a severe lack of demons and no real interactions with Hell which were disappointing. The demon designs that were featured though were kinda neat, but again it would've been better to have more demons, less humans. I have similar thoughts when it comes to the Bayverse Transformers movies which should've been more bots, less humans as well. Earlier this year I discovered the DOOM Annihilation movie too which at least that had a Hell scene and more demons, but I almost put that into a fan movie category as far as quality goes. They could've played more with the Cultist ideas too and I would've liked it more. In October 2021 I got pulled back into the DOOM universe when a favorite streamer started playing DOOM 2016. Not only was her gameplay and chat interaction a lot of fun to watch but I was fascinated by the graphics and a few of the characters, particularly the mystery behind Dr. Samuel Hayden and VEGA. After seeing the full playthrough I decided I would have to give the game a try someday myself. Fast forward to April 2022 for my Twitch stream anniversary where I decided that would be my first experience with playing the 2016 game myself. I was awful at FPS gameplay and set the game difficulty to the lowest setting for my first time back into FPS in years, but I got hooked. The soundtrack was absolute fire, the graphics were visually fun, the environments made me want to explore, and despite how often I died I still enjoyed the gameplay itself. By the end of that game I already knew I'd have to buy the sequel DOOM Eternal and later the two DLCs, The Ancient Gods (TAG) Part 1 and 2. I thought the graphics in 2016 still held up in 2022. Diving straight into DOOM Eternal and its faster paced, hyped gameplay was a little crazy but I realized that I was becoming hooked. There was so much lore in Eternal and I started pondering my own theories while playing through the game, then as soon as I completed it I dove into all the YouTube DOOM lore videos and any other articles I could find about everything. I keep going back to replay levels, stare at the beautiful environments, I have binge listened to the 2016 OST and the Eternal/DLC soundtrack videos on YouTube (since nothing official exists) so many times. I've gone back into DOOM 2016 and replayed some levels and arcade mode as well, and a few members of my Twitch community and I play some of the PVP there as well. Needless to say, after completing those I decided I'd go back to the original game and replay every single DOOM game on my Twitch stream for fun. So far I'm pretty far into DOOM II and I'm anxious to go thru all the content that's out there. Screenshot below from the end of DOOM 2016. I kinda really, really want a replica of the Demonic Crucible, please and thank you... And a Dr. Samuel Hayden action figure...
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lordfrezon · 1 year
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It’s 2023
I played video games and became a Dr. last year.
Let’s go over that first one.
Here’s a list of (most) of the video games I played this year, in a semblance of order of how much I think they’re good. Order subjective and up to change. But enjoy.
1. This position was up in the air for a while. Both games 1 & 2 could switch in a week, but at the time of writing, my favorite game I played this year has to be Elden Ring.
Elden Ring is a triumph of everything that makes video games great. Alternative story telling. Beautiful environments. Great music. And an open style of gameplay that allows and rewards experimentation. A triumph of a game by FromSoft and likely their best game ever made.
It's not perfect; the difficulty swings wildly, and like Breath of the Wild before it so much of the thrill is in the discovery that repeat playthroughs really lose a lot. But this truly is the current pinnacle of open world video games.
2. Just and this next game is honored to share it's spot next to Elden Ring, Elden Ring is equally as honored to be next to my number 2 game, Vampire Survivors. A game that is custom made to deliver serotonin directly into your brain. All the excitement of a slot machine with none of the predation. A game that proves greatness doesn't need a high cost, or great visuals, or the soundtrack of the year, just the ability to allow it's players to go nuts and have fun. To reduce the buttons to 5, to take away so much "agency" so players can focus on the decisions that matter. The DLC almost pushed this ahead of Elden Ring. And make no mistake, I will play (and have played) this game more than I will ever play Elden Ring. There is just so much that you can do.
3. I wanted to wait to write this list until I finished a particular game, thinking it might make the list. And at the #3 spot, Ultrakill delivers. Like DOOM Eternal on amphetamines, Ultrakill is a relentless, hardcore, high intensity experience where the only thing standing between you can getting destroyed is the fresh blood of your enemies. This isn’t an easy game, it’s punishing at times, but hot damn is it fun and it is still in early access. Can’t wait for Part 3: Godfist Suicide. Like come on.
4. Is it cheating to have an 18 year old game on my games of the year list? Maybe, but I first played Ace Combat 5 this year, so it makes the list at the #4 spot. Because it's insane. I've got a full review of this one but suffice it to say Ace Combat 4, 5, and Zero are probably the best trilogy of games ever.
5. At number 5, we have Sucker for Love: First Date, which while not the scariest game I played this year (thanks Anatomy! ) was way more unnerving than the silly concept of dating lovecraftian monsters seemed at first blush. Guess that as long as Lovecraft himself ain't writing, eldritch stuff is just real good.
6. Prey rounds out the top 6, an immersive sim that is great fun for 15 hours, and kinda plodding for 5 more but still a time I'd recommend. Full review for this one exists elsewhere too.
7. Procession to Calvary comes in at 7. While not high art (unlike what it's spoofing), the game is silly enough and a decent enough puzzle game that I can recommend it without many caveats. You're a "noble" knight on her quest to kill the heathens when you get told, hey, the war is over and you can't kill anyone anymore. Naturally, this upsets you, but you do get a chance to kill once more, with the enemy leader still being alive and all. So you hunt him down to get your last hurrah of murder in. It's not perfect, but it has enough charm for it's short runtime so deserving of a recommend.
Interlude: I played a bunch of things that I’ve previously beaten/written about in years past, so just gonna list some of those off.
Project Wingman: Still great, still fun. 100% recommend.
Katana Zero: See above, this is one of the best games of the past decade for sure.
Hollow Knight: I replayed the bangers this year, what can I say.
Ace Combat 4: yep more bangers.
Metal Gear Rising: eventually I’ll stop listing off contenders for top games ever made.
The Stanley Parable (ultra deluxe): but that time’s not now. Also this one is technically new and actually well worth it even if you played the original.
Bloodborne: another all-time GOAT.
Path of Exile: This one was real weird. It started off fantastic with the first two leagues, but Lake of Kalandra was turbo ass and had me uninstalling the game. Current league is back up to par, and am having fun, but the future of the game is kinda shakey.
League of Legends: Game is still garbage, but friends still want to play.
Dead by Daylight: Ditto.
End Interlude
Now for a list of stuff that doesn’t make the top 7, an arbitrary cutoff point.
Anatomy: Among the scariest video games I have ever interacted with. It's fucked.
Last Epoch: When PoE was crap, I played this. It’s... fine. There’s not much egregiously wrong with it (except the current final boss lol). It’s less diverse than PoE though so that’s something. But still, fine.
Neon White: I didn’t finish, but I had some fun with this one. Then it started hitting the wrong parts of my brain. Ya know, the ones focused on perfectionism and frustration. So put it aside. But the game is pretty cool.
Hypnospace Outlaw: Best wish fulfillment game ever, I played for 2 hours, realized my in-game boss was an abusive asshat, and I decided the most in character thing to do was quit my job and uninstalled the game. 10/10.
Halo 1: I had never played the original Halo. Probably should have kept it that way because it’s... not great.
Deep Rock Galactic: This is a game that’s pretty good if you want to do something repetitive. But I have a lot of things that do that, and this wasn’t the best of those.
Risk of Rain 2: This one was too much for me, godspeed if you like it.
Ace Combat 7: This game sucks. Except for the DLC. Which just shows how much the rest sucks.
Have a bunch of things I’ve started but not finished (and do intend to finish), but this wraps up all the stuff I can think of for now. Video games good.
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trickstrust · 2 years
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Sea of solitude e3 reveal
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#SEA OF SOLITUDE E3 REVEAL SOFTWARE#
#SEA OF SOLITUDE E3 REVEAL PLUS#
#SEA OF SOLITUDE E3 REVEAL SERIES#
Little more than a teaser with a suggestion that we'll see "hell on Earth," but the end of the world is apparently going to take a very long time in Doom Eternal. This is going to be the next Bethesda Game Studio title after Starfield.Īgain, this wasn't really shown off except for the title and vaguest idea of a space setting, but hype is high for Bethesda Game Studio's first new IP in a very long time.įollow-up to Wolfenstein II: The New Colossus will see players taking the role of protagonist BJ Blazkowicz's twin daughters in this 1980s synth-infused Nazi murder spree across Paris. BethesdaĪ stripped-back Elder scrolls adventure for mobile set to arrive later this year.īethesda basically just showed some text superimposed over a landscape. First up is Cursed Sails in July, followed by Forsaken Shores in September. Two new expansions are lined-up this year for Rare's Sea of Thieves.
#SEA OF SOLITUDE E3 REVEAL SOFTWARE#
Set for release four years after the original, Ori and the Will of the Wisps looks as beautiful as you'd imagine from developer Moon Studios.ĭystopian smile-athon from Gearbox Software gets a new trailer and release date. Terry Crews' polygonal form dragged us all into the uncanny valley to announce that Crackdown 3 is indeed still on its way.
#SEA OF SOLITUDE E3 REVEAL PLUS#
People asked for Skate 4, and got Session it's too early to tell if that's a good compromise though as the game doesn't even have a release date yet.įast cars and serpentine roads, Forza Horizon 4 will be set in Britain and feature dynamic seasons, plus an online shared world with games-as-a-service characteristics. Studio MDHR offers up a round of DLC for the critically acclaimed 2017 Microsoft exclusive.
#SEA OF SOLITUDE E3 REVEAL SERIES#
Yet another major franchise to put women in the lead role, Gears of War 5 still looks like what you'd expect from the chainsaw-machine gun wielding series.īuilt on 343 Industries' new Slipspace Engine, the next addition to the Halo series looks like another contender in the persistent world shoot-and-loot space.Ĭutesy action-adventure in the Legend of Zelda vein from indie developer Finji. Taking a page from the XCOM handbook, Gears Tactics looks like departure from the conventional adrenaline fuelled fury of the franchise. Not a reboot anyone was expecting, but Battletoads is set to return sometime next year.Īppearing for the first time on mobile, the horrors of blood-soaked warfare on hostile alien planets gets some Funko Pop packaging. More details on Battlefield V emerged, along with a confirmed release date.ĮA announced a whole new app for its Madden mobile series, rebuilding the game from the ground up as a fresh experience. Septem/ PlayStation 4, Xbox One, Nintendo SwitchĪs reliable as the tide, the next FIFA game is slated for its usual release window. The spooky sea adventure exploring depression and isolation has been announced previously, but now has a rough launch window.īioWare's attempt to enter the persistent world shoot-and-loot at the behest of EA finally has some gameplay footage and a release date. Little more than a promise at this point, Jedi: Fallen Order could turn out to be a collectable card game for all we know, but with a studio like Respawn at the helm, it's already got potential.Ĭommand & Conquer is set to make its return to real-time strategy after more than seven years, this time on mobile.ĮA announced the surprise launch of Unravel 2 the day of its E3 showcase, live on stage.Īnother addition to the EA Original line-up, this one from Jo-Mei games. What looks like a sizable expansion pack for Destiny, though it requires all previous DLC in order to play.Īctivision follows up its successful Crash Bandicoot revival with a similar return to the purple dragon's pre-Skylanders roots. We already know Black Ops IIII won't feature a single player campaign, but now we know it will feature remastered multiplayer maps from earlier entries in the series. Activisionįrom Software's latest main project not only appearing on the Xbox stage, but also under the banner of Activision, came as a surprise to many, but the third-person action game looks entirely on-brand for the acclaimed Japanese studio. You'll find the games organised by their publisher or, in the case of indie games, the host of the conference in which they were featured. To help remedy that situation, we've compiled a list of major games showcase, announced, or dated at the E3 conferences this year. There was a lot to see at the Los Angeles Convention Center, and no shortage of things to distract you from getting to all of it. E3 2018 is in the books, and by some metrics it was the biggest show in a dozen years.
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Weapon Mods in Doom Eternal: The 7 best to unlock
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💾 ►►► DOWNLOAD FILE 🔥🔥🔥 And yet, when the series went into hibernation, the genre moved away from the fast-paced, in-your-face, non-stop action that the series was built upon. Then, we got the reboot in that reminded everyone of what a shooter that was built to be pure, adrenaline-fueled, guitar-blasting, blood-soaked fun could be. The sequel, Doom Eternal , upped the complexity of the combat loop without damaging it. From upgrades to the graphics, new gameplay modes, balance changes, and more, we have pulled together the best mods you can download to keep the fight against the demonic hoards fresh. Check out all the mods listed below at nexusmods. The original Doom was created by two legendary Johns: Romero and Carmack. Neither John works on the current Doom games, but this mod pays homage to Carmack and his dedication to pushing the technical boundaries by re-shading the game to provide more depth and color to the environments. Restored Graphics Effects While Carmack had nothing to do with the previous mod or game itself, this modder found that there were some graphical options left on the cutting room floor at ID. The Restored Graphics Effects mod brings them all back, giving you an experience more in line with what the developers were aiming for at a certain point in development. The main effects put back into the game include the HUD moving as the player runs, a shadow for the Doomslayer, reduced blurry anti-aliasing, the ability to enable ray tracing, and lens flares. You also get a little bump in color and image quality too. Cel shading has been used in plenty of games, most notably the Borderland games, and works surprisingly well when layered on the grotesque demons, chunky weapons, and chunks of bloody meat in Doom Eternal. The game never takes itself too seriously anyway, so why not give it that cartoon look as well? Keep the Dead does exactly what it says on the box. No body, gib, or bloody bone will randomly evaporate from the battlefield … at least not for a lot longer than normal. Bodies staying indefinitely was one of the many things the original Doom did that set it apart from other games where defeated enemies simply vanished. The features list on this mod is mainly a list of all the gory bits that will stay in place for a longer duration of time, as well as a few tweaks, like removing the burn-away effect on enemies, making the Pain Elementals and Cacodemons explode rather than ragdoll when killed, and it even keeps broken pieces of barrels and the environment around longer, too. Particles You might be able to guess that because they are doing similar things, the Particles mod was made by the same person as the Keep the Dead mod. This is a mod that looks like it will push your rig to the limit by increasing the amount of, and duration of, all weapon particle effects and explosions by four times the normal amount, but it claims to only come at a cost of between five and 10 frames per second. It was even updated so that you can have the particles stay even longer if you want. That might seem overwhelming, but outside of weapons that absolutely flood the screen with particles, such as the BFG 9,, the extra particles actually make your weapons feel like they have a greater impact on objects and enemies. You can only run through the normal campaign so many times, even with the DLC, before it gets a little stale. Enter the Horde Mode mod. Thankfully, we have talented modders to add in this addictive mode. This is the perfect test for anyone itching for a fresh combat challenge. Master Levels in Campaign Speaking of the ultimate challenge, Doom Eternal had a series of Master Levels that remixed set levels from the campaign with new, more difficult enemy encounters. These were fantastic ideas that only fell short when it became clear that very few levels had a master variant. This mod adds a staggering 10 more Master Levels back into the campaign, allowing for a full Master Level run of the entire game. According to the modders behind this restoration, they restored one level ID left out, finished four that were not completed, and made five from scratch. This mod was a major labor of love from an entire team, and the quality shows. These changes are just enough to change the flow of the game to be worth yet another playthrough. The harmless tap the Doomslayer hits them with, using the same arms he uses to rip heads from necks and torsos from legs, looks to be nothing more than a tickle to the demons. Helmetless Slayer Last up is another mod with a title that says it all. This mod just pops that helmet off not like he needed it for protection anyway no matter what armor or skin you have equipped. This is a fun one to play around with in photo mode especially. Star Wars: Knights of the Old Republic remake release date, trailers, gameplay, and more. The best games on Xbox Game Pass for With Tesla bleeding money, Elon Musk initiates hardcore spending review. Everything announced at Behaviour Beyond. Google Pixel Buds Pro vs. Apple AirPods Pro — so much Pro in one place. The best outdoor TV antennas for Does the OnePlus 10T come with a case or screen protector? Best monitor deals for August
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boomershooterwoman · 3 years
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DOOM ETERNAL - THE ANCIENT GODS 1 - Mas eu jogo mal pra caralh* [PT-BR] ...
E estou de volta com DoomEternal Jogando o dlc The Ancient Gods - E Jésuis como eu to jogando mal pra caralho ... nunca editei video mas me dei ao trabalho de fazer algo para tornar o horror do meu gameplay em algo atraente.
Meu twitch: https://www.twitch.tv/brunitcha
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sweetest-honeybee · 3 years
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I love that 90% of Xisuma’s DOOM Eternal gameplay is just
Xisuma: Oh hey what’s that
Xisuma: WAIT WAIT NO GO BACK
Or
Xisuma: Come at me! Give me more!
Xisuma: I REGRET MY REQUEST FOR MORE OH NO-
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dinua · 3 years
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jesus christ there are so m a n y loose ends from doom’s lore that you could knit a scarf out of them
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i finished doom eternal
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doom-nerdo-666 · 1 year
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How "Eternal" is Doom?
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(The image of now is from a lost official UAC website)
Doom is "eternal" because of its longevity; Not just fans simply talking about it or playing it, but also because of the modding and creative cultures around it. The source code of the first 2 games was released some time in 1997, which extended the potential of the creative scene that the classics already had before. But what about other Doom games? Specially in an age of topics such as video game presevation, documentation, accessibility, lost media, streaming services, games seen as art and so on. Think about mods, fanmade maps, fan ports, assets ripped from games, wikis and anything that involves exploring a game from inside out.
Doom 64 and old console ports
Doom 64 took over 20 years for an official re-release. This game never had its source code released, so fans took time to reverse engineer the game and rip files to make fan ports; Doom 64 EX was the best at the time and its lead developer (Kaiser) was involved in the official new port even.
Other console ports such as PS1 had their history with reverse engineering projects.
Doom 3
Doom 3 had later ports changing and removing content to the point that fans declare BFG edition and some others as inferior versions, even if they had some parts others liked. When Bethesda and id updated the Steam listings of some id titles, users get to own both versions of some games, including the original and BFG versions of Doom 3. And while D3 has modding still, its multiplayer may still require online connections even with bots unless you use modding tools (From what i remember, at least). D3's multiplayer even had unique power ups not seen in any campaign.
Mobile games
The mobile phone games are more obscure and the RPG games do have reverse engineering projects and some documentation, even if it took years. The BREW version of D1RPG was almost lost, but the D3 on-rails shooter "Doom Resurrection" might as well be gone entirely due to modern updates of modern phones making it unplayable. (Also, cannot forget the comic made for D2RPG, which is the intro to the game but was a seperate thing for some reason).
Doom 2016
Doom 2016 eventually gave away its DLC content for free, but who knows about its multiplayer, SnapMap, scores in Arcade Mode, player deaths in Ultra Nightmare etc. I recall that even when using bots, the multiplayer still requires internet. When an online portion of a game dies, you rarely get a situation where developers let the players still use these features in some manner, like for personal matches between friends and such. Or anything that allowed players to gain control of that, for a game they've bought with 60 bucks. Let's also not forget that 2016's engine uses content that means the game will never have proper modding tools (Hence SnapMap in the first place). Modern games also receive updates, so there's always a reliance on internet connections and changes affecting historical content. Both multiplayer and SnapMap have unique assets with some appeal, be it for lore, mods or other reasons and even if some fans didn't like one mode or the other, others fans liked them.
At least SnapHak is a thing, so some fans are trying to save SnapMap from some of its limitations.
Doom Eternal
Eternal is more obvious over this because of stuff like BethesdaNet (Now gone), Slayers Club, Twitch Prime, skins, podiums, emotes, banners, icons, events in general and all those challenges etc. Even something as simple as that Doog/Korone easter egg is a piece of history that lasted for a short while (Yes, it's a meme easter egg referencing a VTuber but i also try to see things in a "less bad, more good" logic; Because even if people don't care, they still don't advocate for it to be gone). Gameplay challenges and rebalances also affect strategy videos and content around it like speedruns and analysis. At some point, Mick Gordon's main menu theme was replaced by Andrew Hulshult's before id offered an option to switch between one or the other. At least it has better modding tools (Even if still limited). Let's also not forget how the mode Invasion was cancelled and so was almost anything to do with Stadia. Or content that may have been cancelled like skins and Master Levels. There was even a Bob Ross/artist theme that never made it but people still saw it through datamining. A lot of skins ran a second time before being sold for actual money, though i think some skins are still unavailable. In general, there could be some irony with the name using the word "Eternal" when there's aspects of it that feel "FOMO/mobile game-ish". There's also that one Denuvo anticheat controversy, even if it's a thing of the past now.
Another mobile game
Mighty Doom is a modern phone game in the sense that it even has some same problems as other phone games. But regardless, it's still prone to being forgotten by history due to how it's built. In a way, it's expected for this game, even if there could be some things people will like, even if this game has more bad things in it. As of writing this, the Mars Core level in Mighty Doom is still removed.
An old UAC website
Outside the games, id Software once put up an official UAC website, which even had lore that was related to the Doom 3 novels and RPG games. It ran on Flash, so you can tell that this site is gone and available through the Internet Archive/Wayback Machine. Even Martian Buddy from Doom 3 had a site that's also gone.
Art, music, assets and so on
Then you have stuff like concept art and music, which is why i thought that in-game galleries showing art and jukebox/music playlists could work. There's always cut/unused tracks that could still be played in the game even if not from a cutscene or level. And most Doom art books still lack plenty of concept art and sketches that you can see online through Twitter or ArtStation accounts of artists that worked in the games and other places (Like art for Doom 3, cancelled Doom 4, 2016, Eternal, even stuff for Doom 64 and the classic games). Basically a way to preserve even cut/unused content. Or even details and things that EXIST in the game but are rare or unseen. In a way, id could learn something from sites like Spriters Resource or The Cutting Room Floor Wiki. Hell, a museum like in some Ratchet and Clank games could be cool. Again, even if you don't care for basic skins or lame features, it doesn't mean you want them gone and erased from history.
Merchandise
Also, since Doom Eternal's collectible toys exist to be turned into real merchandise, imagine the opposite: Real life Doom merch recreated in a game, so the merch is "preserved" digitally since there's obscure Doom merch too.
More comments
This also puts into prespective how videogames changed in a way that a single game will never feel "complete" in the next 20 years, if there's parts of it that could be gone or just hard to get back. It's also worth noting that John Carmack's release of the Doom source code came from a mindset inspired by "hacker culture", which is a mindset that may be different to what's going on at modern id or at least the higher ups at ZeniMax. After all, John Romero was once sharing unused assets related to Doom until ZeniMax told him to stop.
In a way, replayability is not just about a game's quality, it's about the state of its existence. Games are interactive so if there is no way you can ever play a game again, then it might not exist. Some games don't need mods, multiplayer or additional content to be replayed but can you still play or even emulate them? You might have some 6th gen/2000's game that did great on Windows XP but not W10.
id Software has proven to have higher standards than some other game companies, even if they're not perfect and still chased a few trends. But it'd be great if id does the impossible by making sure than Doom and more of it has a true longevity and its legacy gets stronger. This can also be said about Doom fans because the fans are why Doom lived for so long, so it's important that older fans make sure newer fans carry the torches and follow some traditions. Because old and new Doom fans reflect different generations, so some may have to learn things from others to ensure the series' staying power. Specially with how vocal and loyal new fans are for being into Doom, even if they're not as deep into Doom as some boomer that knows a lot about wads and weird nerd stuff.
Wiki and documentation stuff
Also, speaking of wikis and documentation: You know how the Team Fortress 2 Wiki has a Youtube channel that displays stuff like weapon stats and how taunts work? Always thought Doomwiki could benefit from having official videos where content is analyzed, specially because of that one classic Doom Youtube channel that posts videos showing off specific gameplay stuff but also secrets in some maps. Plus channels like Decino and Elysium Gaming have analysis of stuff from different Doom games. Then you have videos of stuff like old interviews or behind-the-scenes stuff like how Gregor Punchatz has an old video of a recording showing the models used for the demon sprites (Spider Mastermind and Mancubus were the focus on those videos).
Either way, i think this topic is relevant enough that i wish someone said this better than me (In case i got something wrong, am forgetting something or just my grammar and vocabolary).
EDIT: I just thought of 2 things:
If they ever make a "Art of classic Doom" book with concept art and unused/cut sprites related to D1/2/64/etc and they look into the press release stuff of Doom alphas/betas, even cut levels, the leaked D64 stuff and what Romero still wanted to share etc. I'd still see this as stuff that could show up in a game.
Because of the focus on LORE: Digital versions of manuals and booklets or strategy guides, so people get to know more of classic Doom's "little story" (Unless id really wants people to forget that D2 already covered the background of cybernetic demons lol).
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world-of-ezraprisc · 2 years
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some postponed artwork from last year then finished this year.
Markiplier x Hololive JP (The Ultimate DOOG herself) x DOOM 2016 crossover
“So, the backstory of this drawing is I briefly watched Korone's DOOM 2016 gameplay last year and I had an idea to draw her alongside Mark since they both had an easter egg in DOOM Eternal before the devs removed Korone's Easter Egg after The Ancient Gods DLC update.”
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