I’m In Space, Above Mars, So Close That The Hulking Red Planet Fills The Entire Screen.
A Massive Chunk Has Been Torn Out Of It And I’m Hopping Between Shards Of Rocky Debris That Have Broken Loose, Slaughtering Demons With A Super Shotgun.
Doom Eternal, A Sequel To 2016’s Stellar Reboot, Is A Game Of Impossible Scale And Drama. So Much So That The Previous Game Seems Almost Boring In Comparison.
From the beginning our goal was making you fight in unbelievable locations, surprising you every step of the way,” says id Software’s Marty Stratton, producer of Doom Eternal. “From the very start to the final boss, players will be seeing things they’d never expect from a Doom game.” “It’s all about engagement,” says creative director Hugo Martin, a word the two developers use several times in our interview. “Not only do these moments achieve that from a visual perspective,” He adds, “But the mechanics contribute to it too.”
The doom slayer can now climb, grabbing hold of surfaces with a certain texture, which opens up the level design massively. He can dash in mid-air as well, crossing wide gaps and leaping up to climbable surfaces. “these new abilities are interwoven with our visual set-pieces, so it’s not just for show,” says martin. “you have to think your way through the level design in Doom Eternal.”
I get a taste of this when, to make my way across this mess of floating space-rocks, I have to air-dash between them, grabbing hold of them at the last minute, otherwise I’ll fall into the void below.
Like the series’ gunplay, these new movement controls feel slick and responsive. But occasionally I have to remind myself that I’m playing a Doom game. I ask the developers how, with all this wild new stuff going on, they’re staying true to the distinctive feel of the series.
Denne historien er fra September 2019-utgaven av PC Gamer.
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Denne historien er fra September 2019-utgaven av PC Gamer.
Start din 7-dagers gratis prøveperiode på Magzter GOLD for å få tilgang til tusenvis av utvalgte premiumhistorier og 9000+ magasiner og aviser.
Allerede abonnent? Logg på
A New Dawn - The rise, fall and rise again of PC Gaming in Japan
The so-called 'Paso Kon' market (ie katakana's transliteration of 'Pasonaru Computa') in Japan was originally spearheaded in the 1980s by NEC's PC-8800 and, later, its PC-9800.
MARVEL: ULTIMATE ALLIANCE
Enter the multiverse of modness.
SLIDES RULE
Redeeming a hated puzzle mechanic with SLIDER
GODS AND MONSTERS
AGE OF MYTHOLOGY: RETOLD modernises a classic RTS with care
PHANTOM BLADE ZERO
Less Sekiro, more Wo Long: Fallen Dynasty
STARR-MAKING ROLE
Final Fantasy XVI's BEN STARR talks becoming a meme and dating summons
THIEF GOLD
Learning to forgive myself for knocking out every single guard.
HANDHELD GAMING PCs
In lieu of more powerful processors, handhelds are getting weirder
FAR FAR AWAY
STAR WARS OUTLAWS succeeds at the little things, but not much else shines
FINDING IMMORTALITY
Twenty-five years on, PLANESCAPE: TORMENT is still one of the most talked-about RPGs of all time. This is the story of how it was created as a ‘stay-busy’ project by a small team at Black Isle Studios