Delving into the focused and absorbing qualities behind one of the best opening sequences of the past decade Fraser Gilbert
Ask just about anyone who experienced the original Doom for the first time back in 1993, and they’ll have a story to share about its opening level. It was iconic, incorporating eye-catching visuals, a memorable soundtrack, and impeccable stage design.
A similar sense of wonder carries over to the introduction of 2016’s Doom, which proves highly reminiscent of its 25-year-old counterpart, despite lacking the same revolutionary impact. Its greatest achievement can be attributed to its reluctance in employing a standard tutorial in favour of diving right in, burying into the subconscious with an array of clever design techniques.
The prologue is around five minutes in length, following protagonist Doom Slayer as he seeks to escape imprisonment from his sarcophagus and seek answers surrounding the ongoing demonic invasion. But here, the real focus isn’t the story – it’s the combat. Within just half a minute of the game’s start, Doom launches you into battle against a handful of enemies, and there are 28 demons to slay in the first five minutes alone. This is a game that makes its intentions clear from the outset – you’re here to kill demons, and the story is merely an afterthought for the most part.
Diese Geschichte stammt aus der June 2018-Ausgabe von Xbox: The Official Magazine.
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Diese Geschichte stammt aus der June 2018-Ausgabe von Xbox: The Official Magazine.
Starten Sie Ihre 7-tägige kostenlose Testversion von Magzter GOLD, um auf Tausende kuratierte Premium-Storys sowie über 8.000 Zeitschriften und Zeitungen zuzugreifen.
Bereits Abonnent? Anmelden
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