![]() There’s a chance that players will get to jump into the boots of the Marauder and Slayer as part of Doom Eternal’s Invasion mode. The Super Shotgun, now with all new Meat Hook. Perhaps this is where the Doom multiverse fan theory receives more evidence that it’s canon and the Marauder is a previous protagonist of a Doom game. This demonic dude is wearing armour that’s very reminiscent of Doom Slayer and Martin seems happy to tease a link between Marauder and Slayer. ![]() The Doom Hunter’s AI is reportedly tough, too, but its horrific visage pales in comparison to the axe-swinging, Super Shotgun-firing Marauder. Imagine a cybernetically enhanced demon who’s on a fully armed rocket sled whose ordnance is more intended for a hellish Arnold Schwarzenegger than a demonic Saint Nick. The Doom Hunter presents a palpable threat, even in concept-art form. This in-fighting peaks with the all-new Doom Hunter who’s reportedly from a demonic faction that his Beelzebub brothers loathe. id Software has also promised a greater variety of Glory Kills. They reportedly mutter among themselves and are part of demon in-fighting. Stratton mentioned that id “jacked up the health” of the Grunts because they’re so fun to kill. It can be used against a variety of enemies, old and new, the latter of which includes Grunts armed with jetpacks to combat the Doom Slayer’s enhanced verticality. “If you put a sticky bomb or you use the scope and you blow that off, you will effectively disable his primary attack and he will have to resort to only his secondary attacks and his melee swipe.” According to Martin, that “sticky bomb” is one of the new mods for the Combat Shotgun. “But in what you saw in the heavies, for example, one of the destructible parts on the Arachnotron is the turret, which is his primary attack. “It’s not a hard and fast rule that you can do it to every guy,” says Martin. The new demon-destructibility system has tactical applications, too, in that id is toying around with disabling enemy weapons. “Then we have totally new ones, in fact quite a few that we haven’t talked about and haven’t even shown concept of.” The all-new Pain Elemental. “We have some classics we’re bringing back to the fold, like the Arachnotron or the Pain Elemental,” says Stratton. “There’s really nothing left untouched.”ĭoom Eternal isn’t all about revamping the new-old, either it’ll also reintroduce rebooted takes on the old-old. “Any of the originals that were in 2016 and are returning are completely updated,” says Martin. This critical mindset also extends to the revamping of familiar things, like a retooled Plasma Rifle, what Martin calls “Praetor Suit 2.0,” and even the hellish hordes themselves. The way we design levels, we try to really avoid those type of spots where you can, throughout the entire combat encounter, just pick apart demons because you found this little corner in the level that they can’t get to. “We use our chess pieces to move the player around and get them off those ledges and don’t let them kite enemies. Sometimes, opportunistically, hanging back, using the scope, and popping a head can add that kind of variety to the combat dance. “We don’t want you constantly going point blank, because that gets repetitive. The Imp, for example, the way we spawn enemy types, we’re very conscious of that. “Like, can you sit there and long-range guys in Doom? It’s pretty hard because we have all different types that will push the player off their platform. “It depends on the enemy types,” explains Martin, when asked about whether Doom Eternal is constantly forcing you into close-quarters battles. ![]() Doom Eternal will still embrace the patented “push-forward combat” philosophy, but not everything is about getting up close and personal. ![]() Id also seems to be paying close attention to expanding the gameplay loop beyond dish out damage. “If you have an expanded universe, that means you’re going to different places, it means we’ll do more than just Mars and Hell, and that’s a promise.” There will be more environments than just Mars or Hell. “One of the primary criticisms I had with 2016 is there were only two main locations: Mars and Hell,” says Martin. “One of our own criticisms of 2016 was that the second half of the game really needed a shot of demon variety, so that’s really what we’re trying to address ,” says Stratton. In a recent roundtable discussion with executive producer Marty Stratton and creative director Hugo Martin, the duo didn’t pull Glory Kill punches when it came to the shortcomings of the demon-slaying hit. While Doom 2016 was near universally gushed over, the creators of the beloved reboot, id Software, weren’t 100 percent happy with how it turned out. ![]()
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