#Is doom 2016 snapmap any good
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doom-nerdo-666 · 2 years ago
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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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bananainbox · 2 years ago
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Is doom 2016 snapmap any good
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#Is doom 2016 snapmap any good mod#
#Is doom 2016 snapmap any good upgrade#
#Is doom 2016 snapmap any good full#
#Is doom 2016 snapmap any good full#
When his health is depleted he will respawn again with a full health bar. When he uses the laser beam just do a double jump to the side.Ī great weapon to down him quickly is the Heavy Assault Rifle with the Micro Missiles Mod. In the first phase he uses mostly rockets which you can easily dodge by running in circle around the boss. For the trophy the difficulty does not matter. This video shows the fight on Ultra Violence difficulty (hard). You fight him at the end of mission 9 (Lazarus Labs). Plus it has really good range and splash damage to kill multiple targets at once.Ĭyberdemon is the first boss in Doom. It lets you fire a grenade that kills most enemies on a direct hit.
#Is doom 2016 snapmap any good mod#
This will drop more health than shooting them and saves ammo.Īlso make sure you buy the “Explosive Shot” mod for the shotgun at the field drone. The smallest enemies are easily defeated with melee attacks. A charge shot with the pistol can kill some enemies in 1 hit. Use the alternate fire of the pistol to zoom in. Try to let them come to you one by one and stay as far back as possible. Best thing you can do is bait the enemies. On this difficulty you die in 3-4 hits and you gain very little health and armor from pickups. Luckily, there’s no trophy for beating all missions in this mode, you only need the first one. If you die you respawn at the very beginning of the game. This is a hardcore mode without checkpoints. You don’t have to pick it up again when you die.įor this you need to complete the first mission on Ultra-Nightmare. It’s okay if you miss a few of those.Īs soon as you pick up a collectible it will be saved instantly and you can exit the mission without having to reach the next checkpoint.
#Is doom 2016 snapmap any good upgrade#
You don’t need every single secret to fully upgrade everything. The secrets will give you weapon upgrade points. Some are still hard to find because you need to use switches that aren’t marked. The Praetor Upgrade called “Full View” reveals the collectible locations on the map (except for Secrets). This makes them an important part of the game. You are allowed to get them via chapter select after beating the story, just don’t start a completely new game until you have all of them.Īll collectibles (except for dolls & data logs) let you upgrade your gear. For two of the trophies “Overclocked” & “Argent Fiend” you have to find all Elite Guards & Argent Cells in one campaign playthrough. You can get everything via chapter select at any time. Finding all locations is required for the following 13 trophies / achievements: There are the following collectible types in Doom 2016: 79 Secrets, 26 Collectibles (Dolls), 49 Data Logs, 36 Elite Guards (Praetor Upgrades), 12 Argent Cells, 12 Field Drones, 12 Rune Trials. Continued abuse of our services will cause your IP address to be blocked indefinitely.All Collectible Locations (Secrets, Collectibles, Data Logs, Elite Guards, Argent Cells, Field Drones, Rune Trials) Please fill out the CAPTCHA below and then click the button to indicate that you agree to these terms. If you wish to be unblocked, you must agree that you will take immediate steps to rectify this issue. If you do not understand what is causing this behavior, please contact us here. If you promise to stop (by clicking the Agree button below), we'll unblock your connection for now, but we will immediately re-block it if we detect additional bad behavior. Overusing our search engine with a very large number of searches in a very short amount of time.Using a badly configured (or badly written) browser add-on for blocking content.Running a "scraper" or "downloader" program that either does not identify itself or uses fake headers to elude detection.Using a script or add-on that scans GameFAQs for box and screen images (such as an emulator front-end), while overloading our search engine.There is no official GameFAQs app, and we do not support nor have any contact with the makers of these unofficial apps. Continued use of these apps may cause your IP to be blocked indefinitely. This triggers our anti-spambot measures, which are designed to stop automated systems from flooding the site with traffic. Some unofficial phone apps appear to be using GameFAQs as a back-end, but they do not behave like a real web browser does.Using GameFAQs regularly with these browsers can cause temporary and even permanent IP blocks due to these additional requests. If you are using Maxthon or Brave as a browser, or have installed the Ghostery add-on, you should know that these programs send extra traffic to our servers for every page on the site that you browse.The most common causes of this issue are: Your IP address has been temporarily blocked due to a large number of HTTP requests.
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c-53 · 5 years ago
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Hi!! Would you ever consider writing a “review” or posting your overall thoughts on Doom (2016) here? I’m tempted to buy it and its fun hearing you talk about Doom lmao
!!!! OK I CAN’T BELIEVE MY FEVERED RAMBLINGS STRUCK A CORD WITH SOMEONE, SO HERE WE GO! My rambling review of Doom 2016!
As a note before hand: I’ve actually only ever played the campaign! I’ve never messed with multiplayer, or snapmap, because tbh the campaign is very standalone, so I just keep replaying that. The campaign is very good.
Doom is a fast paced shooter that feels more like a rhythm game at times (trust me, it makes sense once you get like halfway through). It wants you to play a VERY specific way: to throw yourself into chaos and shoot your way out. Every feature rewards fast thinking, and a lack of self preservation. and holy shit its very stressful for like the first level or so, but once you’ve figured it out, its incredibly rewarding! It’ll just like pump you full of adrenaline and make you loose your absolute mind to industrial metal and chainsaw noises. 
Doom isn’t a smart game. It isn’t going to be thought provoking by any means - in fact, its rather stupid. On the surface level, the story is pretty one dimensional unless you want to dig deeper.Its a sound believer in the ‘rule of cool’, and often throws logic out the window for more enjoyable gameplay, its great. Its a ridiculous game, that knows its ridiculous, and leans into it quite a bit.
So like: if you love going really fast, overwhelming odds, and fun fast paced combat, but can handle a bit of panic and stress early on? i’d say Doom is top of the line. 
Doom goes on sale on steam quite often! Usually its $20, but when I bought it, it was $8. And for $8???? one hell of an experience. I’d absolutely recommend grabbing it if it sounds like something you’d have fun with. 
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kinsie · 5 years ago
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Game Impressions from PAX Aus 2019
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Wake the fuck up, samurai. We've got a city to burn.
Every year I go to PAX Aus with some close friends to check out the Incredible Future of Games that everyone else already checked out six months ago, along with some cool weird indie shit and some awesome retro stuff. And every year, I write a little diary of what I saw to share my impressions with my friends. This is that diary.
Doom Eternal
Okay, let's get this out of the way. I played Doom Eternal pretty much as soon as I got on the show floor. It may shock you to know that it is, in fact, good.
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No pictures of the demo units, sorry, so have this big logo.
The demo started with a little grey-box tutorial map just to teach you what you need to know for the demo level, since it was taken from the middle of the game. It looked very Snapmap-y and had some Doom 2 MIDI music playing. After that we were given about 25 minutes to acquaint ourselves with the lengthy "Mars Core" mission they've been showing since E3. I was at the start of the first arena of the hell bit when I ran out of time. :(
Here are some scattered thoughts from playing:
Your standard running around and double jumping feels much the same as in Doom 2016. The dashing feels great, although I think it might reduce your air control a little afterwards as I had some trouble overshooting a platform in the floating debris bit.
Climbing walls felt a bit weird to me. You have to press E on the wall manually to grab onto it, which feels a bit unintuitive when you're plummeting past it. Also feels a bit odd considering mantling up walls is automatic. You can auto-grab onto walls if you dash into it, but I think it's only for the first bit of the dash? Maybe I'm just bad at videogames.
I think the Combat and Super Shotguns now use different ammo types? I could have swore there were situations where I could select the Combat Shotgun but not the SSG.
The Chainsaw now no longer has even the slightest pretence of being a "real" weapon. It's now just a swing animation when you press the button, like a melee attack, before bringing your weapon back up.
When you have the SSG's Meat Hook attachment, a little meathook icon appears below the crosshair. When you're close enough to an enemy to grapple onto them, the icon floats over them, indicating that it has some kind of auto-aim mechanic to reduce frustration.
There was a monster with swords on its arms that acted an awful lot like the Baron of Hell (might have been the Hell Knight, looking at the Quakecon footage of the same fight) but it looked quite different. Looked fuckin' cool, whatever it was.
The platforming but in the debris section with the giant floating red barrels was actually kind of frustrating. It wasn't always clear where you needed to go, and the climbable bits tended to blend in with the rest of the world. Then again, keep in mind I have a frankly abysmal sense of direction. Thankfully falling into the void just whacks you for a paltry five health and teleports you back onto safe ground.
The locational damage stuff is really fun. Breaking a monster's guns has a satisfying metal "PING" sound to it to inform you that the dude got fucked up and is weaker now, and that you should keep doing it.
When I picked up one of those "?" secrets, the pop-up box told me that they unlocked "collectable dolls" and "cheat codes". The former is vague, but I suspect they'll be like the mini-Doomguys but of more characters. I'd imagine the latter will be like in Rage 2.
Oh, and it looks a million bucks, too. Though you probably didn't need me to tell you that.
All in all, I'm pretty happy with what I saw and it's even more of a pity it's not coming out next month.
Not Indie Games, But Also Not Doom Eternal
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The Vive Cosmos felt really comfy - the lack of cabling and the decent display resolution made it feel a lot more natural than the Gen 1 Vives I've previously used. The game they were using to demo (Audica), however, was pretty lame. A rhythm-target shooter that didn't really take advantage of the medium at all.
Bleeding Edge was not inspiring. It was basically the control point mode from TF2 or Overwatch, except every character was a third-person brawler with little emphasis on projectile weapons beyond the occasional special. It felt like someone making a claim at TF2 or Overwatch's throne several years late while bolting a weak character action game on, which is fairly odd considering how innovative and critically acclaimed Ninja Theory's previous game was.
Dreams is fairly fascinating in its potential. The creation tools weren't available in the demo build so I can’t really judge them, instead there was a choice of eight developer-made experiences ranging from Mario-inspired obstacle courses to videogames as art.
I didn't get the chance to actually play MediEvil, but I watched some folks play it and it basically just looks like the PS1 game with more triangles, with all the slightly wonky 32-bit gameplay that entails.
The demo unit for Monkey King: Hero Is Back had some utterly bizarre graphics settings for some reason that made it look like I was playing a JPEG file, with big whopping compression artifacts surrounding each character. Weird!
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Not happenin’.
Indie Games
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Grabimals is a brilliant local co-op puzzler where players roll around as shapes and link together to solve puzzles like catching a falling water droplet, crossing a gap or casting a shadow that matches an example image. Supposedly it's still a ways off from release, but it's already impressively polished (disregarding one hilarious crash bug we found by accident!)
Hamster Scramble is a really fun take on Puzzle Bobble, with platforming elements, team play and the ability to jump over to your opponent's screen and fuck their plans up directly. It's an absolute blast and didn't feel like it was almost a year away from release.
Fork Knights is a platform fighter with an emphasis on one-hit kills. The character designs are cute, but I can't really say the gameplay itself struck me, to be honest.
Baron is an eight-player single-screen local multiplayer dogfighter. Fairly simple mechanically, but pretty fun all things considered.
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Broken Roads had some lovely hand-painted art assets and some interesting ideas like a literal moral compass, but the demo build showcased was waaaaay too early to be shown off to the public. Of the eight or so areas present in the demo, only two had any characters, interactivity or really anything other than wandering around set up, and the combat side of things was extremely rough and sequestered off to a side area as a "well, if you insist..." kind of deal.
Misadventure In Little Lon is a true-crime adventure game for mobile with a unique mechanic - each "scene" is integrated into the real world via AR, with characters (that resemble Poser models more than a little bit) speaking to you directly. Not sure if it holds up over an entire game, but it's attention-garnering at least.
Speaking of true crime, The Black Window tasks players with using an Oujia board to question Australia's first female serial killer, with responses taken from court records and letters from the time. The well-acted performances of the actual individual in question's words lends it an impressive atmosphere, which the booth added to with a big wooden oujia board type thing you could "type" on. Sort of.
ACID KNIFE is real, real early, but the aesthetic is awesome and the pixel art is great. Hopefully it grows and expands into something special.
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The Vigilante Proclivities of the Longspur is an oldschool Lucasarts-inspired point-and-click adventure with a custom demo scene set at an oddly-familiar videogame convention. Pretty promising so far, but could do with a good bit of polish - I'm pretty sure there was only one sound effect in the entire demo, and dialogue was often lacking in punctuation.
I didn't get to play Hot Brass but I watched over shoulders and talked with the developers, and it looked pretty cool. It's basically a take on SWAT 4's rarely-imitated brand of tactical copwork, but with a Hotline Miami-style top-down perspective, but with all the characters abstracted down to simple board game like tokens - a circle with a coloured outline denoting attitude towards the player, with a weapon icon if armed.
Blood Metal... Blood Metal is not good. It is extensively not good. Development seems to have only started in July, so one can still hope that the bad AI, unsatisfying gunplay, buggy collision detection and complete lack of damage feedback (outside of some ridiculous, sight-obscuring gouts of blood) get fixed over time. The 80s action movie aesthetic and low-poly artstyle forces it to be compared to Maximum Action, which is at least a fun kind of jank...
This Starry Void is a real-time, tile-based 3D dungeon crawler set in an abandoned spacecraft. It seems pretty cool so far, but it could probably use some UI/UX tweaks. The attempts at a "graphic novel inspired" visual style for the environments could probably benefit from looking at how Void Bastards did things, as well.
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Lethal Lawns and Beam Team are fucking arcade games with massive cabinets. In 2019. Granted, they're also on computers and coming to consoles and stuff as well, but still! They're both pretty simple games, and therefore best played in cabinet form.
Unpacking is a "zen puzzle game" by the developers of Assault Android Cactus about the second-worst part of moving house, unloading an unseen character's packing and getting a glimpse into their lives as a result. I wasn’t able to play it due to an unexpectedly-crowded booth, but the pixel art is quite lovely.
Feather is a chill game about being a bird and flying around an island trying to find its secrets. I tried the Switch port, which played alright but obviously (and understandably) toted a lower framerate than the demo PC.
Topple Pop is a cute puzzle game that blends together elements of Tetris, Puyo Puyo and that one joke game that was Tetris but with a proper physics engine. Looks cute, with a fun gimmick!
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Shooty Skies Overdrive is an VR spinoff of the popular mobile shmup, and basically similar to that one shmup minigame in Valve's The Lab. Weave your plane, which is attached to one of your hands, through incoming bullets and enemies like a toy! The 3D effect on the incoming projectiles looks great, but they can tend to get in the way of the action sometimes.
Dead Static Drive has been at like the last three PAXes and it looks better every time I see it. I hope it comes out this decade.
Snow Mercy is a third-person shooter/strategy thing where you hunt down icecubes to spend on an army of snowmen to crush your opponent's base before they crush yours. Not a common genre combo, reminds me of C&C Renegade a bit.
The Adventure Pals has graphics straight out of mid-2000s Newgrounds and level design out of pretty much any european platformer, but it didn't seem too bad from my brief prodding at it. The player character is perhaps a bit too small for my elderly eyes in Switch portable mode, but that's about as far as my gripes go.
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gamerzcourt · 6 years ago
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Doom Eternal Wants You To Feel More Powerful As The Doom SlayerDoom Eternal Wants You To Feel More Powerful As The Doom Slayervideo games
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Doom Eternal Wants You To Feel More Powerful As The Doom SlayerDoom Eternal Wants You To Feel More Powerful As The Doom Slayervideo games
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Doom Eternal’s gameplay debut at QuakeCon 2018 managed to hit all the right notes while highlighting the carnage of a one-man war against the forces of Hell. The follow-up to Doom (2016) manages to make its predecessor look tame by comparison, with a set of new abilities and weapons, along with an expanded traversal system through a grappling hook attached to a shotgun. With the return of the Doom Slayer–a reimagined take on the enigmatic yet equally dull DoomGuy of the original games–the developers want players to feel even more immersed in the role of the silent and imposing protagonist.
One of the biggest surprises is the new Invasion mode to complement another robust campaign, bringing enemy players into a traditional single-player experience. To go with greater focus on unique content, Doom Eternal will drop its predecessor’s SnapMap mode, in favor of new DLC focusing on the exploits of the Doom Slayer. In our talk with creative director Hugo Martin and executive producer Marty Stratton, they spoke about how much the game has changed since its 2016 predecessor, and why its new features will make it more exciting than ever.
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Since its unveiling at E3 2018, the reception for Doom Eternal has been very positive. Do you have any reactions to the overall response from E3 and from QuakeCon as well?
Hugo Martin: It’s been amazing. We’re really excited to be able to give them something to look forward to. We’ve been working on it really hard and we’re just very excited to share it with the fans and to see their reaction; it’s very validating.
Marty Stratton: Yeah, we basically started on the game from a pre-production perspective right after we finished Doom that released in 2016. As a team we’ve been working on it for a couple years now so both the tease at E3, the CG teaser at E3, and then certainly [Friday] with the fans here has been amazing. They give us so much passion and energy and enthusiasm, and we had our entire team in the audience so they got to feel it as well. We did it in 2014 at QuakeCon kind of revealed the game to a crowd there, and doing it again like that this year at this QuakeCon was tremendous, it was awesome.
Looking back, were you surprised to see just how much people enjoyed Doom 2016?
Martin: I mean we believed in it. Internally, we all loved it and we knew it was fun to play, so I wasn’t surprised. I was just relieved to see that it had caught on with people. I was surprised to see just how far and how much some of the stuff caught on, to what degree it caught on, whether it’s lore or just subtle mechanic things or just the tone, just a lot of things you spend time on and you see more and more people recognize it. That was really satisfying.
Despite the protagonist being silent, and the groundwork laid by the original games being somewhat bare, the last game had a lot of personality to it. Can you talk about how you plan to not only expand the lore of the Doom Slayer, but also the world itself?
Martin: It’s definitely a continuation of what we started in 2016. We laid the groundwork for a lot of this stuff and we hope to answer a lot of the questions that we put in players’ minds in 2016, and then maybe leave them with some new ones so we have somewhere to go. We want to take fans to some really interesting locations beyond just Hell and Mars. So we’re going to Earth this time and there are a few other places that we haven’t revealed yet, but we showed some concept art that I think hints heavily towards some really epic locations. But at the end of the day, it’s about killing really cool demons with awesome guns in fantastic locations. We want to make sure that that universe is full of that stuff.
Stratton: I feel like our team has really started to hit a stride with this [game]. When you get better at something you’re able to expose more to people through the experience and I think that’s what’s kind of hitting the mark now with this stuff. And honestly we’re just [at the] tip of the iceberg and I hope we just continue to plow forward for years getting better and better and being able to give the fans more and more of what they want.
One thing that was unexpected was the new Invasion mode. It’s got vibes similar to Dark Souls, where other players will encroach upon your solo space at surprising moments. Can you talk about the initial ideas for that and how it fits into the ideal Doom experience?
Martin: For the invasions, as we showed in the gameplay video, it seemed like the best way to do it and stay within ourselves as a Doom game. It’s really fun. We’re only teasing it because obviously there’s a bunch of other stuff related to it, but we can say that it will take incidental combat areas, take all you know about them, and make it really interesting. If your game hasn’t been invaded and you walk down a hall, it’s no big deal, it’s just a hall with a couple zombies, whatever. But if you walk down that hall and you know you have invaders in your game it’s gonna make that experience really thrilling ’cause you don’t know where they are, you don’t know what they’re gonna do, or when they’re gonna attack. It sort of makes the ‘Doom dance’ social. Overall, it’s good for the game and it’s fun for the invader and the person being invaded.
There’s clearly a lot more focus on mobility in Doom Eternal. With the grappling hook and new dashing mechanic, it seems like you’re going all in with the new movement style. What was the motivation for that?
Martin: I think we wanted to make sure that the incidental combat areas, which are the spaces in between the large combat arenas, would be more interesting in Doom Eternal. But when you take those abilities into combat, you start to take those moves and combine them together into what we call traversal combos, and you’re gonna do some really cool things. You can cover a lot of ground with a monkey bar swing, a double jump, two dashes, and a grapple hook–and then you add wall climbing to that and I think it’s going to make for some really interesting traversals. It has an impact on the way the levels are designed; they’re designed maybe not so two-dimensional and flat, and now we can do a lot more different things that we couldn’t do before. We’ve provided ourselves with the tools to be able to make some really compelling spaces.
Staying on the move and in the air seems a lot more challenging and engaging this time around. But at the same, it ties into player expression during combat.
Stratton: That’s the game. It feels good to stay in the air as long as you can. We give you a bunch of these things to allow you to do that. It happens. It’s just intuitive, you feel like you want to do it, so we provide you with the chance to do it.
Martin: Yeah, in fact that second gameplay video we put out has a player on mouse and keyboard, and he’s one of our better players in the office. He plays so well. He’ll leave a Pain Elemental flying around so that he can use it, ’cause you can only grapple [or] meat hook to demons. The grappling hook is not a world grapple, like you can’t grapple onto the side of a building. You have to grapple to a demon, so he leaves a demon flying around so that he can use it as a grapple point to get wherever he wants in the space. It creates more opportunities, more things to think about as you’re playing the game. More opportunities to kind of improv your way through the fight choreography.
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Usually when you make sequels, you gotta go bigger. So when you look at Doom Eternal, did you face any challenges to not only not over do it as a sequel, but also to keep things consistent with what people expect from Doom?
Martin: I think as long as you have the right filters in place, everything was built around the simple question: how do we make the player feel aggressive or encourage them to become more aggressive? Anything that falls under that category will be successful, it will feel like Doom. It begins with the questions you ask yourself as a creative, if you’re getting the wrong answers then you’re probably asking yourself the wrong questions. If it was like, how do we make the Slayer feel more stealthy? Or how do we avoid enemy contact more easily? Those are the wrong questions to ask. It’s just basically like the whole thing about Doom 2016, and why it felt refreshing. Nothing was holding you back, so combat is just about an expression of aggression.
Stratton: It’s not even just about asking yourself those questions as a creative, it’s about asking yourself those as a player. We spend a lot of time playing this game, and spent a lot of time playing Doom (2016). It’s all about that playable experience, first and foremost. I think that’s the first filter, from a gameplay perspective, from a player’s perspective– you ask yourself, “what do I want to do?”
Can you talk a little about that bridge scene in the second gameplay video? The Doom Slayer is walking in, and the people in the area are clearly afraid of him. It almost felt like an inverse of a scene from Halo with Master Chief, who’s a largely stoic and noble space marine.
Martin: Yeah, it’s just mostly to make the player feel strong. Definitely not Master Chief. I love Master Chief, absolutely. We’re Halo fans, we love those games. Not to say anything negative about their game but we actually looked to scenes in films, like when RoboCop enters the police station for the first time or when The Terminator enters the area. We likened it to a tiger entering the room, like how would a bunch of scientists act if a huge tiger entered the room? You know what I mean? They’d all back up, and especially when he slowly comes up on that guard and kind of stares at him for a beat, you hope the tiger just keeps on walking and for everybody else he does, but then we’ve all seen that movie where the tiger stops at the one guy and kind of sniffs him and he’s just terrified. That was kind of the touch stone there, to just make the player feels powerful and to tell that story.
You could see that there’s an internal struggle going on within the UAC, not everybody’s on board with this. Clearly Top Brass at the UAC is trying to bring about the demon apocalypse and not everybody is aware of this ’cause they’re actually fighting against the demons. They know who The Slayer is based on their reactions, or at least they’ve heard of the legend of The Slayer. It’s fun. We’re glad that people liked it, it seems to have resonated with people. I think the best part is the story and the tone of that, and the way it makes the player feel is very consistent with the way they feel when they play the game. There’s no disconnect between the story and gameplay moments. It’s funny to call it our cinematic story moment. It is a walk down a hall but that’s good, we’re proud of that. It’s very lean, but it resonated with people and mainly it’s consistent with how you feel when you play.
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Stratton: The fact that it’s done in a video game medium, you’re telling the story as only video games can–in a good way. Which is: you’re in the helmet, it’s not third person, it’s not some fancy camera shot that you’re seeing, you’re not observing the Doom Slayer walk through that space, you are the Doom Slayer walking through that space and you see it through his eyes. You get the sense of power represented in you. It’s why I’m such a fan of it too. You couldn’t do that scene that way in a film and have it pulled off the same with that kind of first-person perspective. The fact that it’s truly made for a video game, where a cinematic scene for a video game is told in a very consistent way is just the cool part of it. Definitely.
For more info from QuakeCon 2018, be sure to check out our coverage below on the latest from Fallout 76, Rage 2, and Doom Eternal.
QuakeCon 2018
Full QuakeCon 2018 Schedule: Fallout 76, Doom Eternal, Quake Champions, And More
Doom Eternal’s First Brutal Gameplay Trailer And New Details Revealed At QuakeCon 2018
Doom Eternal Ditches SnapMap To Focus On Campaign DLC, New PvP Mode
New Rage 2 Gameplay Footage And Story Details Revealed At QuakeCon 2018
QuakeCon 2018: Quake Champions Is Permanently Free-To-Play Now
QuakeCon 2018: Doom And Rage Join Xbox Game Pass
QuakeCon 2018: Watch The Keynote Here
QuakeCon 2018: Rewatch The Fallout 76 Panel, Q&A Here
Fallout 76’s Solution To Dealing With Griefers Is Brutal; More PvP Details Revealed
Fallout 76 Has Randomized Card Packs, And They Come With Gum
This Is How Fallout 76’s Nukes Work, And What They Do
GameSpot – All News
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doom-eternal-pc-download · 5 years ago
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Doom Eternal
Doom Eternal Pc
Advertising emails Xbox consumers gained verified DOOM will be coming to Xbox Sport Go on Friday, August tenth. Talking of intuitive, the weapons in DOOM Eternal really feel remarkable to use, and that goes for new additions like the plasma rifle and freshly rejigged rocket launcher. Every firearm now has a devoted secondary fire Doom Eternal, which I identified crucial in forming a use technique for each 1. For illustration, the plasma rifle is capable of firing a continuous stream of concentrated power, instantly locking on to baddies as I leap about the phase striving to survive.
When Doom Eternal launches in 2020 it will give gamers the selection to perform with centred weapons (by means of PCGamer ). This vintage weapon see, from a time prior to crosshairs and exact aim with a mouse, was patched into the 2016 Doom soon after launch but Doom Everlasting will have it in the options menu from the outset. It truly is not an effortless way to purpose by any means but it holds nostalgic appeal for players who bear in mind taking part in some of the earliest FPS titles, like the basic Doom online games.
It is no indicate process following up one of the most exciting and frenetic 1st-man or woman shooters of all time, but our Quakecon demo session gave us excellent hope that id Software will deal with it in spades. All the additions truly Doom Eternal feel normal and Eternal appears to keep the coronary heart of soul of a Doom recreation although providing anything even more modern day and refreshing.
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The 2nd 50 percent of the demo illustrated what overcome will be like, which admittedly was not a lot far more than stage gun, shoot gun". We did get a taste of Doom Slayer's new equipment, which change him into a kind of going for Doom Eternal Pc walks Swiss military knife. He is received a mini-flamethrower that can stun enemies, a chainsaw for rapid melee kills as well as a normal punch melee assault, frag grenades, sticky bombs, and his arsenal of guns. He genuinely is packed to the enamel.
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Getting to hold out an additional 4 months will most likely be disappointing for individuals who just want to engage in much more DOOM, but as far as game delays go, this one particular Doom Eternal Pc is not way too terrible. That is, of program, assuming that Bethesda and id Application stick to this new release day and will not strike any new roadblocks on the route to DOOM Eternal‘s March start.
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Doom Eternal Pc Review - Gameplay
The lately launched science fiction, horror, 1st-man or woman shooter video sport, DOOM, created by iD Computer software and released by Bethesda Softworks, is a reboot of the first and very well-liked Laptop sport series, Doom. These times are, shall we say, anatomically elaborate, but typically they're quick, and they serve a mechanical objective doom eternal beyond the properly sensible objective of creating you truly feel like a murder god. Glory kills always drop at minimum some well being, which retains Doom transferring and avoids the meticulous preserve-crawling from the first game titles, which frequently forced you to backtrack to uncover medkits just before continuing on.
Doom does not just depend on enemy volume to make you come to feel like your heart's beating out of your upper body. The way that the demons use place pushes retains you relocating. Imps will hold to the sides of the area, climbing up walls, and receiving substantial previously mentioned you to fling fireballs at you from a length. Pinkys, Doom's muscle mass-sure demon canines, will cost at you, forcing you engage in matador if you want to remain healthful. Possessed soldiers doom eternal will swiftly flip to face you, constantly trying to keep their entire body risk-free guiding the defend, creating you leap over them in buy to outflank them. The AI pushes you to enjoy with the swift phase of the more mature Doom games— constant motion is key to winning every single fight.
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Doom feels like a ‘90s shooter. There is certainly no hiding driving cover, no scripted sequences, no friendly NPCs to comply with into firefights. In their location are lots of very first-particular person leaping sequences, for good or unwell. The degree style, also, is a departure from the bulk of large present day shooters. Instead than a linear route by means of corridors and tightly managed open up air rooms, you happen to be typically enable free in an open, multi-layered space webbed with walkways, platforms, and corridors, stuffed with secrets and techniques. Usually, if I observed an location beneath me I could just bounce in excess of a walkway barrier, land on it, and start checking out.
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is everything it must be: a solitary-participant marketing campaign which is just you, your super shotgun, and scarcely the sum of ammunition needed to get rid of every single demon on Mars. It feels like a Doom game as you desperately try out to discover wellness pickups to hold you likely, an ever-growing menagerie of demons snapping at your heels. It's Doom Eternal exhausting and thrilling and a small bit dumb, and when you're into it you're all the way in. At its worst, Doom is a repetitive collection of enclosed rooms crammed with demons, all of which you have to eliminate to advance, complemented by a derivative and improperly thought-out multiplayer manner.
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DOOM SnapMap - a robust, potent, but effortless-to-use sport and amount editor - makes it possible for for limitless gameplay experiences on every platform. With no any prior encounter or unique skills, any player can speedily and easily snap with each Doom Eternal other and visually personalize maps, include pre-outlined or totally custom made gameplay, and even edit match logic to produce new modes. Quickly enjoy, share it with a pal, or make it obtainable to players all around the globe - all in-recreation with the drive of a button.
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tiny-princess-catherine · 8 years ago
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catherine’s super sick top 5 games of 2016 list: ultimate edition
1. Overwatch there isn’t much to say about overwatch that hasn’t already been said. it’s a blizzard game, it’s tf2 but fun, it’s absurdly gayer than anyone expected it to be, it’s a phenomenal multiplayer game that actually got me, PvP Hater Catherine, to play a game based entirely around fighting other actual people. it’s just Fun, and boy did we need some general good-time Fun this year. bonus points for introducing me to pharmercy, the ship that made me a dumbass shipper. god blizzard don’t make mercy fuck genji i’m going to be unbelievably mad.
2. DOOM (2016) anyone who has known me for more than two minutes knows how important DOOM is to me (basically, any installment that isn’t 3); i was literally playing doom 2 seconds before settling in to write this post. doom 2 is my favorite game of all time and it’s impossible to fathom anything that would ever dethrone it. bethesda’s absurd focus on displaying only the garbage multiplayer in the months leading up to release of DOOM 2016 made me extremely wary about how the game was actually going to play, but then the campaign proved to be a thousand times more enjoyable than anyone thought. they truly captured the balls to the wall, stop and you’re dead feel of the original games while updating it, making it modern, making it look amazing and made sure all the guns felt great to use. they gave doomguy actual characterization without having him say a single word, the hell environments were cool as shit, i even loved the bossfights. what a great fucking game. pity about snapmap; the only reason i’m not playing more of it is because the modding tools are basically nonexistent. unfortunate. 
3. Obduction again, a followup to one of my other Fave Games Of All Time; Obduction is a spiritual successor to classic adventure game Myst made by the exact same people, and boy does it ever show; Myst 1-4 were all great games but it was the first one that truly captured my imagination and gave me a love of exploration, so all i really wanted out of Obduction was to regain that feeling of exploring a foreign, empty world while solving puzzles, and boy did it ever deliver in spades. it’s a beautiful game with an intriguing story and supremely great voice acting, the puzzles are difficult without being “go look up a walkthrough, fucker” the way Riven’s were, the world is huge and intricate and god i loved this game. i hope Cyan sticks around to make more games like this.
4. Fire Emblem: Fates i’m not generally a tactics fan; my brain doesn’t work in that particular way, i always get focused on one or two units and fail to see the big picture and utilize a proper, grand strategy. thankfully, FE: Fates accommodates for people like me with casual mode, and i’m glad i gave the game a try; it rapidly sucked me in, made me love the characters despite the pisspoor overall plot, and made a tactics game truly Fun for me. i love that they tried to make most of the fights unique and gimmicky, forced me to keep using different characters in different ways, and the basebuilding aspect was simplistic but appealing. i’m also glad they let you be gay, even if it does lock you out of the avatar’s kid, but whatever; you know i sure as fuck married rhajat anyway.
5. Zero Escape: Zero Time Dilemma dark horse candidate, to be honest; i had never played any of the other Zero Escape games before this, so it was probably a bad idea to make the last game in the trilogy my first one. that said, i picked it up on a whim after watching my boyfriend play the first five minutes, and it’s an ultra good thing i did, because holy fuck i’ve rarely been quite so sucked into the twists and turns of such an absurd plot before (absurd in the good way, in case that’s unclear). the graphics were, uh, awkward at best, the voice acting middling, but the character writing and the overall ouroboros of a plot was super fucking cool and kept me literally on the edge of my seat for the two days it took me to play through. even without the background of the prior games, it was a phenomenal experience, and i’m mega hype for the remakes of the previous games to hurry up and release on steam so i can play them.
if other people would like to join me in writing a bunch of words about videogames i highly recommend you do so, it’s a fun thing
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rymantex · 8 years ago
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My Favourite Games of 2016
A bit late with this but I wanted to share my thoughts on my favourite games of 2016 once things had settled down a bit, so here we go!  Presented below in no particular order :
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Let’s get the big obvious one out of the way, DOOM 2016’s single player campaign was surprisingly great.
I say surprisingly because based on pre-launch footage, the Multiplayer beta & iD software’s reputation at that point in time (largely thanks to the well-made but boring RAGE), no-one was expecting too much from this game.  So for it to come along and be basically the best single player FPS campaign in years is saying a lot.  We expected the Glory Kills to interrupt the flow of combat, they didn’t, we expected them to interrupt the flow with a heavy handed story that didn’t need to be there, instead we got this strangely funny, self aware tale where the Doomguy gives as much a shit about what’s happening as you do, couple that with incredible visuals running at a silky smooth 60 FPS even on consoles & gunplay that feels fantastic & you had one of the overall best games of 2016, at least in terms of single player, I didn’t really bother with multiplayer or Snapmap.
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I didn’t expect to like Stardew Valley.  I didn’t expect it to steal a month of my free time away as I worked tirelessly to improve my farm, explore deeper in the mines, got to know the various townspeople with all their charming eccentricities.  If you’re in need of a cheap, cheerful, happy game with low stakes, perhaps consider the farming lifestyle of Stardew Valley.
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If DOOM 2016 was my single player FPS of the year then Overwatch definitely takes multiplayer FPS of the year for me.
It’s surprising how little it took too.  The appeal can basically be boiled down to really tighly designed FPS gameplay where teamwork is necessary to succeed combined with very nicely varied characters with colourful, varied personalities & appearances.  I definitely see myself playing more of this with my friends in 2017.
For the record my favourite heroes so far are Genji, Pharah, Reaper, Zarya, Winston, Lucio & Zenyatta.
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Another great FPS what’s going on?
Yes to my surprise Titanfall 2 lived up to the rather lofty expectations the internet at large had set for it.  The single player campaign is actually really good.
I mean, don’t get me wrong, it is a linear, set-piece driven game from a lot of people who used to make Call of Duty, but it is a REALLY GOOD one of those.
It’s surprising how much a boost to your mobility & speed can liven up one of these kinds of games, there were speedy platforming challenges in Titanfall 2 that were ACTUALLY FUN, there were boss fights that were ACTUALLY FUN and (small spoiler here) there was a time travel gimmick in one level that was ACTUALLY FUN!
I really hope Respawn Entertainment sticks around to make more games coz Titanfall 2 was fantastic, I do think DOOM 2016 was just a bit better in terms of single player but Titanfall 2 was incredibly solid regardless & when I played the multiplayer during a free weekend that was pretty cool too!
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TO SAVE OUR MOTHER EARTH FROM ANY ALIEN ATTACK!
FROM VICIOUS GIANT INSECTS WHO HAVE ONCE AGAIN COME BACK!
WE’LL UNLEASH ALL OUR FORCES WE WON’T CUT THEM ANY SLACK!
THE EDF DEEEEPLOYYYYYYYS!
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Disclaimer - I backed this game on kickstarter.
I’m glad I backed it too, because it turned out better than I expected.
It’s hard not to go into a crowdfunded game without some trepidation these days thanks to some high profile failures, so thank god Shantae Half Genie Hero turned out pretty great, the worst thing I could say about it is that it doesn’t really fix many problems the Shantae series has always had but, it’s still a solid 2D platformer with incredible cuteness, funny writing & more energetic Jake Kaufman music.  As long as this series continues to offer these things I will continue buying it.
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So in 2016 I finally found an MMORPG I liked enough to stick with for the long haul, I like the way the combat works, I like how pretty the world is (tho I hate how it makes me want to make expensive PC upgrades), I even unexpectedly grew to like some of the Life Skills.
However it has to be said, I don’t think I would’ve stuck with it were I not lucky enough to become part of the Cwown guild, whose members have been a MASSIVE help in getting acclimated to the inner workings of Black Desert Online, we’ve had some great experiences together (personally I’d say the mad rush to get Witch Awakening was a highlight) & I look forward to growing my characters more & further adventures (or maybe misadventures) with the guild as new content is added.
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The summer of 2016 ended up being my time to conquer the Dark Souls trilogy.  I had a TON of help (especially from my co-op buddy Suuslas, thanks man ^_^) but that feeling once you finally crack Dark Souls is so goddamn satisfying.
Dark Souls 3 actually came out in 2016 so it gets on this list, I liked the speedier combat in this game compared to the others, I liked how much easier it was to co-op with friends in DS3, I enjoyed the callbacks to Dark Souls 1, all in all, Dark Souls 3 is just a pretty good game, the fact that it was only “pretty good” might explain why it was overshadowed in most Game of the Year lists………...BUT NOT MY LIST!
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Let’s finish this list with Naughty Dog’s send off for Nathan Drake, this game would’ve earned a spot on this list if it only included the Madagascar chapter & nothing else, that’s how good that chapter is compared to the rest of the game.
Not that the rest of the game is bad by any stretch, infact I kinda liked that game let me stealth my way through more encounters than I expected, the banter between the characters is as enjoyable as ever & the hook mechanic added a lot to the game when it actually let you use it freeform in battles (which sadly was never often enough).
This might be a slightly controversial opinion, but I think Uncharted 4 might be my new favourite of the whole series.
Wow, so I really liked 9 games this year, my lists are usually shorter than that!
I may do a follow up post where I talk about games of 2017 I’m looking forward to, but until then folks, ta-ta for now!  ^_^
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echoesinthedark25 · 4 years ago
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Late Doom Eternal review
It took awhile for me to actually get into Doom 2016, but once I got to like mission three, holy shit I put so many hours into that game and the Snapmaps. I loved it so much. And I was so excited for Doom Eternal. I was extremely disappointed when the game was delayed one month before release but now I finally picked it up. And this game... IS. FUCKING. AWESOME. Everything from Doom 2016 was improved and made better, the platforming was fun, the weapons felt great to use, the demons were badass and cool to fight, and glory killing them is always satisfying. I wanted to find every single secret and hidden area that the game had to offer. Even the fortress of doom was fun to just roam around in. All upgrading you could do and all the different ways you could play, and then going back and completing the slayer gates, and also testing out the cheat codes made the game more fun. However I have a lot of mixed thoughts about the Marauders, but overall after I figured out how to clear them out effectively I never saw them as a huge issue. Multiplayer on the other hand is fun at times but I sometimes prefer the old multiplayer from the last game and I wish they bring back snapmap at some point. Story is a bit eh but honestly the cutscenes were cool to watch and I thought the story was good for what it was.
Ether way, Doom Eternal is a huge 10/10 game for me. If you guys have any other games for me write a review for just comment your ideas down, new games, old ones any that comes to mind.
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gaminghardware0 · 7 years ago
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Far Cry 5 players make battle royale, de_dust 2, and turkey hunts in Arcade mode
Far Cry 5s’ Arcade mode enables players to create and share custom maps and challenges, a little like Doom 2016’s SnapMap. Though the game has been out less than two days, we’re already seeing some excellent recreations of legendary maps from other games.
Any good? Here's our Far Cry 5 review.
Far Cry (and, presumably, Counter-Strike) fan Izoolee has made their own version of legendary bomb-planting map de_dust 2, which you can watch YouTuber widdz play in the footage above. Elsewhere, here’s GameFX taking on a Far Cry 5 battle royale mode - it’s much more intimate than PUBG or Fortnite, but looks pretty good nonetheless. 
from https://www.pcgamesn.com/far-cry-5/far-cry-arcade-battle-royale-dust2
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battleborntap · 8 years ago
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First Person Shooters as a genre have been around since Doom was released in 1993, and ever since, it has been widely considered one of the most liked genres (at least by Americans). With a wide variety of games and an even wider variety to the genre itself, let's take a look at some of my personal favorites!
Please note, these games all take place in the first person perspective, and have one of their main mechanics involving firing a gun or weapon of some kind. Games like Mirror's Edge and The Stanley Parable are omitted on the grounds that they are more First Person Puzzle Solvers rather than shooters, despite having the ability to shoot in these games. Also, I will only be doing one game from any given franchise, simply because I could pack this list with four or five sequels easy with all the games I've played. And finally, I can't say this enough, this is all based on my personal favorites and opinions. If you don't agree, that's fine! We all have our favorites, but this is simply a way for me to talk about mine!
So, without further delay, here are my Top Ten Favorite First Person Shooter Games!
#10. CALL OF DUTY: BLACK OPS (2010)
Of course a Call of Duty game made it onto this list, and MAN what a game it is! Call of Duty: Black Ops released on Ps3 and Xbox 360 in 2010 to much fan praise, and is often considered one of the last good Call of Duty games. While I am quick to argue that point (Advanced Warfare brought a focus to story for the first time in years and Black Ops 2 had probably, in my opinion, the best multiplayer in recent history), The original Black Ops had all three main modes (Story, Multiplayer and Zombies) on point for the launch of the game.
While the Multiplayer may not have aged well for the game, the Story mode is simply wonderful, and unlike the rest of the Black Ops series, YOU CAN UNDERSTAND WHAT THE HELL IS HAPPENING IN THE STORY! If you have to read a plot summary to fully understand what the hell happened in it, it's not a good story. As for Zombies, simply letting players become former presidents and fighting time traveling nazi zombies...what more do i need to say?
Overall, it's an impressive game by all accounts. It helped to prove that Treyarch had what it took to keep delivering on the CoD formula, and while it wasn't World at War 2 like me and several others had hoped for (Still hoping for it, personally), it was a great game to play all the same.
#9. DOOM (2016)
Doom is the grand daddy of all First Person Shooters, and the latest iteration into the franchise really does not disappoint. With brutal carnage kills, impressive graphics, and a return to what made the franchise fun in the first place, DOOM (2016) is easily one of the best games of that respective year.
The story is as basic as it comes; Hell has invaded Mars, and you were about to be sacrificed when s**t goes sideways. You escape, get a Master Chief Power Armor ripoff, and fight through rooms and hordes of Demons to try and prevent Hell from getting to Earth...You know, like the last three Dooms!
The combat in this is where it truly shines, giving you the ability to kill enemies when they are weakened with brutal finishing attacks. The weapons are all fantastic, and the enemies are tough, but manageable. The real problems are outside the story; Multiplayer seems tacked on and rushed, while SnapMap, the mode I was really excited for, is basically just Corridor maker, the more. Still, the story itself is fun as all hell...
#8. BIOSHOCK (2007)/ BIOSHOCK INFINITE (2013)
This one might seem like a bit of a cheat, but hear me out...I personally feel that these games are very much the same thanks to something called "Service to the Brand."
Let me ask you this. Why do people in Bioshock use plasmids? They are a part of a world where everything has gone to Hell, and now they need to do whatever they need to survive, including injecting themselves with chemicals to give them super powers! Now why do they do it in Bioshock Infinite use vigors, which are basically plasmids?...There's really no reason is there? The reason they use them is because the last two games released had Plasmids, and it wouldn't be the same game without them!
This is a common problem with sequels that differ from their original game, and honestly, the only reason I decided to lump them together is that, aside from story and some situations you encounter, they are basically the same game. Well crafted gun play with elemental magics, expertly written dialogue and story, and an all around impressive and fun universe to explore, these games fill me with a sense of wonder each time I play them. If I had to choose one, it would have to be Infinite, but it's by such a slim margin that I felt it best to lump them together. My list, my rules...
Also, We don't talk about Bioshock 2...just...no.
#7. STAR WARS: BATTLEFRONT (2015, Fight Me)
I know the original Battlefront games are well regarded and adored. I know many of the people who played this felt betrayed and hurt by the micro transactions and lack of content. I know it just feels like Battlefield with a Star Wars skin...But you know what? I don't care!
Star Wars: Battlefront is the Star Wars game I wanted to play when I first put the original Battlefront into my PS2. Was I disappointed by the lack of content? Sure. Did it feel like a cash grab on EA's part because they has acquired the license? Of course, it's EA. But I still enjoy the hell out of it.
The game play is fun and engaging, as well as more balanced than some large scale shooters. The available content, while infuriating that it's behind paywalls and a slow progression system, are rewarding and fun. The Heroes are overpowered, but not too much. Overall, I feel the game is good for one simple fact; for the first time in years, I felt like I was in the boots of a Stormtrooper.
Also, you occasionally get a Wilhelm scream to occur when you kill someone...so there's that.
#6. LEFT 4 DEAD 2 (2009)
How do you make a sequel to a decently balanced multiplayer zombie shooter? Change only who you play as and what their main quest is, then add more! That's exactly what Valve did with Left 4 Dead 2, and it worked great.
Playing as four new survivors with fun personalities, the game introduced three new special infected to deal with on top of the five introduced in the last games, the addition of choosing melee weapons instead of pistols, and helped to balance old issues and new ones that made the game well rounded and just plain fun to play ,whether you were with friends or a few randoms online.
Then Valve went one step further; They added in new content through DLC, some of which included the original five levels from the first game, where you can play as the first four survivors in the first five campaigns from the original game, but with the new enemies, weapons and everything! In general, Left 4 Dead 2 is just a damn fantastic game is you AXE me! HAHA!!
            I'm sorry...
#5. HALO 3 (2007)
Bungie hit pay dirt with the Halo franchise, and the third installment in the game is where all that effort peaked. Great gun play, multiplayer modes, and engaging story line that (mostly) resolved the conflicts of the last two games and more, the game was damn impressive on Xbox 360 when it came out, leading to it becoming the fifth best selling game on the console!
This was one of the big games me and my friends played for days on end, sometimes literally. It's one of the first games to give me a true love for shotguns in first person shooters, and the rest of the games since haven't felt as impacting to me. They've been fun to play, but this was the last game that made me truly enjoy the franchise in a nostalgic sense.
Maybe I'm just getting old? Maybe...
#4. PORTAL 2 (2011)
Portal 2 is much like Left 4 Dead 2; change little to nothing about the game, but improve the writing, add more content, and fix some bugs from the previous game. Unlike Left 4 Dead, however, this game didn't have a multiplayer mode in the original, so this one added one!
While the first game was a series of puzzles linked loosely together by an uncaring, vindictive god/computer named GLaDOS yelling at you and calling you names, the second game is a series of puzzles linked loosely together by an uncaring, vindictive god/ computer named GLaDOS yelling at you and calling you fat before you overthrow her and put a mentally inept ball in her place who slowly begins destroying everything around you, shoves GLaDOS into a potato and sends you both into a 1950's version of the labs you were exploring to be yelled at by a 1950's style billionaire voiced by J.K. Simmons!
The puzzles introduce familiar and new concepts, keeping them fresh well into the game. The dialogue is on point through out, with minimal dialogue feeling out of place or forced. The humor is even better than the first, allowing for visual gags more than the first game did and a few running jokes to boot. Ultimately, an impressive sequel to an already impressive game.
Also, this game made me fear/ hate certain birds...just sayin'
#3. BORDERLANDS 2 (2012)
how do you top a game that had literally a bajillion guns, a rapid fire sense of humor AND a cell shaded art style set in a semi-unique world? MORE GUNS! MORE HUMOR! MORE CELLS SHADED! AND A VILLAIN!
Yeah...if you really think about it, the first game didn't really have a main villain. Sure you had some minor ones, like Baron Flynt and Mad Mel, but they were more like sub-bosses than anything. Borderlands 2 had plenty of sub-bosses, but also gave us MOTHERF**KIN' HANDSOME JACK, OTHERWISE KNOWN AS THE BEST VIDEO GAME VILLAIN OF ALL TIME EVER PERIOD! With an actual story to get through, a villain to thwart, tons of fun new characters and old returning ones, as well as giving personality to the playable characters and the first games characters who act as NPC's this time around, the game did everything it needed to and then some.
This game established Borderlands as a franchise that's here to stay, and with follow-ups including The Pre-Sequel (Not bad, but not great) and Tales from the Borderlands (Fantastic Story, weird execution thanks to it being a TellTale game), there's no doubt in my mind that Borderlands is here to stay...
Can't really say the same for Battleborn...which is sad cause I kind of liked that one...
#2. OVERWATCH (2016)
Honestly, how could this one NOT be on this list? What is easily one of the best new franchises in YEARS, Overwatch brought exactly what it needed, and we keep getting more! With new characters and game modes being added, as well as regular balancing updates and more, the game shows no sign of slowing down.
If I had one complaint, it's that the game doesn't have a story mode. That said, we get plenty of information about the world and its characters thanks to digital comics, animated shorts, in-game dialogue and costumes, and a few other means. The roster is rich with diversity and ranges from easy to play to hard to master, and overall just is a fun time for everyone.
Hell, hte game hasn't even been out for a year yet and already we have three new characters, a new map, a new game mode and additional features like being able to make your own game mode ADDED IN FREE OF CHARGE! That's doing it right!
HONORABLE MENTIONS
The following five games are all fantastic in their own right, but didn't quite make my top ten. To save time, I'll only do a quick sentence or two for each, so please enjoy!
COUNTER-STRIKE: SOURCE - One of the first first-person shooters I played. Good combat and lots of customization both in game and in the variety of game modes.
GOLDENEYE 64 - A fun multiplayer title with an okay story mode. Best played with friends split screen...No Odd Job, please?
KILLZONE - I like to think of this as Sony's answer to Halo, but with space Nazi's instead of aliens. Regardless, it really made you feel like a soldier in an army instead of a lone wolf like most FPS games.
DESTINY -  Bungie's follow-up to Halo after leaving their flagship behind, the online, MMO hybrid was engaging, but didn't have much staying power if you didn't have a dedicated group to play with. With that and a lack of a real story, it felt like this was a half bake idea that will hopefully be more fleshed out in the sequel.
TITANFALL 2 - Improving on some of the pitfalls of the first game (Like console exclusivity), this is fun, fast paced, and in general a good game to play, especially if you have a friend or two in tow. Also, the story mode grabbed me with it's tutorial mode...so that says something.
Now, without delay, Here's Number 1!
#1. TEAM FORTRESS 2 (2007)
What started as a Quake mod eventually became the military themed hat simulator free-to-play sequel that Valve won't let you forget about. Tons of games release on Steam with some tie in to this, usually being a hat themed after whatever you're buying.
That said, once you get past the confusing as all hell economy the game has, there's a fun and engaging "Hero"-based shooter underneath. With nine classes to choose from, nearly limitless combinations for cosmetic customization and weapon loadouts. The story to the game is don similarly to that of Overwatch (Animations, comics, in game items, etc) but unlike Overwatch, many of the comics, animations and such contribute to the overall story of the game instead of just add little references to it.
The story itself is long, convoluted and silly, and perfect for the style of game it's trying to be. Overall, it's the game I've spent the most time in since I bought it back in 2007 (That's right, some of us PAID for this game), and it's easily my favorite First Person Shooter!
Thanks for reading! Hope you enjoyed! Wat are some of your favorite First person shooters? Let me know in the comments below, and until next time, I'm McNutty891! Have fun!
source : http://ift.tt/2oGhx4Q
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