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Thanks to the resurgence of Doom that id Software gave us in 2016, because it needed a clean image in campaign mode, without interrupting its many players. It was a very fun, fun and fun retreat. Proud and certain at times, but what else do you ask about hell. And it was simple, bound, and immutable. So we didn't see it as a defect, but it is less than what is to come, of Eternal Judgment.
Maybe in terms of narrative we are there before moving on, but in fact the most accurate thing is to see him as my older brother. It's bigger, more comprehensive and more complex. It involves a lot of changes, but with subtlety that requires consistency that was already good and was not to be played, which is its beloved Gameplay. From time to time, it causes mental anguish.
If you came from the previous installations, starting to play Doom Eternal is like continuing your old game, but without the weapons and upgrades you've received. It's okay for concepts to be well developed (never to be quiet, to die for gains and save ammunition) because, in a few hours, it's important to put in a whole lot more because systems are incorporated into known skill runes or weapon upgrades. Doom Slayer has also expanded its development range with the introduction of punch, span cannon, suits and some surprises to be found. Everything is designed to be powerful and aggressive, but also to offer variety.
For example, because the Satisfaction trilogy opens on these new weapons. Since killing in a fire brings ammunition and a life-threatening man, you can now get firearms. The game of gunfire and elimination ends up opening up different possibilities and it's always good. In addition, they know that there is an abundance of detail and they have paid for it with some clear and concise lessons that cut your game when necessary (don't worry that the rhythm is overflowing so they don't catch it). But best of all, weapons, enhancements, and content are put into a very streamlined stream at the beginning, so you use the first half of the game's feel as your character grows and develops. For example, reminders of enemies and their weak points, are more important than ever.
All of this works like a charm because the mouse control system is still fun. It's amazing how easy it is to control that extreme speed or how easy it is to recover from this de facto teleportation which is a glorious death to get inside the next target or focus on. The Doom Slayer-based domain is essential for fighting its standard and on-the-shelf platforms, which are not as few or as complex as they seem at first glance. If you like these double challenges, spinach, shoot-in-the-air to open the door, and rush to get there before it closes, you'll find plenty of secrets scattered throughout the township.
The game world is probably the most intriguing. No doubt, because Doom Forever is a complete exaggeration of the series. With interesting details, and that is that they have done it by reducing the amount of blood and blood, that is, they have seen that a few straightforward but better-formed elements in times of great effect are more effective. Earth is a logical war, much more exciting than Mars. The wounds of the war appear to have stopped the bleeding lately, but his remains are silent evidence. There are photos and panoramas in every room, whether it be the rotten bones of a big demon or the mecha famine that has hit the ground. First encounter with mecha …
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With this backdrop, id Software has built screens big enough to be lost in search of secrets, which are easy to find Doom 2016, or running from end to end, is catching on with the best. On the other side of the pieces here and there, where much enjoyment of the experience is marked on the map, those great fights never cease until the last demon falls. On a smaller scale, there is not much difference in construction and it is still very important to use and take advantage of the height or corners. Attack, complete, reload the cargo and corpses, and flee; take a position, attack … Always, using minerals as support and looking for weak points for greats.
As the game progresses, unfortunately, battles become more and more difficult, and if they weren't for many additional lives, we wouldn't be able to progress at a decent pace. The only supporting parts that give you a break from these playful moments are so powerful that they make you throw up the mouse's influence. It was their goal and they have achieved it. Congratulations. And this plays out at the second level of d ifficulty, because there is so much more and, to get it out, it is possible to work on eternal death. They know it's hard, enable solutions to move forward and give you some freedom, so you can mark your way, and you're appreciated.
A map of the World that has been attacked by demons says enough about what happened here, but to know for sure what the story is about there are many fragments of the codex scattered about. They are secrets that are easy to find so don't suffer if it's yours to understand why the priests have opened the gates of hell. The beginning, in the form of a cinematographic video, is amazing and has the power needed to drag it. They have tried hard to create a good story, but it is too far-fetched to have a blast. It is a shiny and heavenly place and is not only visible in the color-pleasing range but it also has a non-energy-absorbing sound but you learn to use it moderately.
We still have to disappoint the multiplayer to judge him. There has been a big change in its approach, as we moved from the traditional Deadmatch to this Battlemode that moves players asymmetric and reduced levels. One with Doom Slayer, the other with two monsters. We have been able to test it recently and understand the difficulties that come from both points: one due to bullying and the other to learning new skills and using them. But we need to play more and we will expand this text in more detail.
If the idea comes in first because of the potential risks and excesses the software id has taken from this, as we have said, in the technical side of it. For a long time they have bragged that it is more cooked and more efficient with very different machines, but also, it can be reduced even more with more powerful machines. We played it on a Lyzen PC mounting the Ryzen 5 3600X, 16GB of DDR4 RAM and the RX580 GPU, modern but not overly hot, and flowing everything up to 1080p and 60fps (with no exceptions to the original menu). Moreover, it is interesting that loading times are only a few seconds. Our players we have ever played with on PS4 and are very satisfied with the result. The only notable failures have been a few of the facial reductions that some of my colleagues have suffered with the PC version, but the game doesn't close or hang, it continues to work. Still, we hope they fix it quickly.
It is happy with the function of the source id because it knows how to take action and not solve it by doing the second part in simulating the first one. They are all benefits to the Bad Plan that allows you as a death sentence.