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Cake day: July 18th, 2023

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  • Doom: The Dark Ages.

    Yes, it’s a pretty game. Sure, they hit their design goals, but it’s the design itself that I hate. It’s geared entirely towards close combat to the point where half the weapons are redundant or otherwise stupidly useless compared to others. It’s geared towards close combat to the point that the player’s projectiles disappear after a certain distance, while the enemies’ shots can travel much further. Sure, there’s plenty of ‘nice’ things they added to make it easy to churn around a bunch of groups of enemies up close, but it’s insanely dumb how it’s 100% of the game design. Especially because many of the maps are trying to show off large vistas and open areas, where it becomes VERY obvious that the player’s shots disappear while you’re being pelted by enemy fire just fine.

    The extra game modes of flying and being in the mech are neat in concept, but so insanely underbaked they feel more like a waste of time task to push through than a cool extra part of the game to enjoy. They’re not mixed in with the on foot parts well at all and feel more like basic transitionary moments they attempted to add some gameplay to.

    The attention to detail sucks, especially in the UI. A couple easy points demonstrate it: The most obvious is how their UI triggers work. You can click a button, and it plays the activate sound, but it’s not activating if you click it before the mouseover/highlight animation is done. In a similar vein, most affirmative interactions are a stupid wait for it long-press while going back to the mian menu from between levels is as simple as an escape key press. A purposefully slow forward with an instant back is just… pointlessly dumb. In a similar vein, while the game is showing you all the crap you did and found in the level, your only options are to sit there and get annoyed with the obnoxious, slow, and loud tallying of everything, or skip ahead to other pages and go back. Escape and space don’t skip or do anything there. Basically, there seems to only be one poorly thought out path to get to anywhere in the UI, with no convenient or standard alternatives implemented: Half baked.

    The story and character designs were made by edgy teenagers. It’s infinitely worse than Doom Eternal or 2016. Old Ones are C’thulu ripoffs, most of the styling of Hell/etc are now just generic scifi with a bit more red, and many of the new designs are somehow more generic ripoffs of older doom. They pull inspiration from tons of other spooky things instead of rolling with the Hell themes or other established lore. So much of the added lore is just ripoffs of greek mythology and other things, too, like a boat to ferry souls and a bunch of other crap I don’t care to remember because it’s just not memorable.

    In a similar vein, so much of the story is lackluster and uninspired. There is some interesting sounding writing hidden in the lore book, like why the slayer’s mount is half mech, but it’s simply stated in the lore instead of being a potentially cool way to introduce the mount or other things. So much of the game is ONE game loop (close combat) with few dynamic options and a bunch of extra half-baked fluff tacked on.

    It’s frustratingly narrow sighted and underbaked to deserve to follow Eternal or 2016. It feels like it’s in some parallel universe from the other games, even from 2016 and Eternal.

    I want to play the DOOM Slayer rampaging through a Hell inspired by 90’s metal, not some parallel universe written by edgy teenagers where he’s some glorified Master Chief ripoff following orders.












  • Yes and no. You can push clocks and power higher on liquid, but the recent generations of CPU and GPU automatically push their own clocks up when there’s heat/power headroom. It’s a byproduct of both Moore’s Law dying and low power management systems becoming more and more advanced. All of the big players have introduced systems that automatically go in the other direction than low power by now.

    So, generally speaking these days, you have to go pretty extreme to get significant performance gains over air (especially with heat pipes/chambers making air waaaay better than it used to be). Liquid can still generally be quieter, though. can







  • MotoAsh@lemmy.worldtoGames@lemmy.worldPop it in your calendars
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    1 day ago

    Eh I know what you mean from a development standpoint (remixing the map would be a huge effort), but I still find it a kinda’ copout excuse. I bet we’d be here heralding the design instead of lambasting it if they took the time to really mix the biomes together properly once they had the assets complete.

    In fact, I remember some early early access games doing exactly that: basically having demos that were WAY different than the final product. Ugh I wish I remembered any names, though such effort in to game development was over a decade ago, when some companies still treated it like an actual art form instead of a money vessel…


  • Yea but what are executive responsibilities to a company? They generally are not creative and dynamic positions and instead focus on producing results for the corporate body. I could readily see Krafton firing them for trying to make a fun and compelling game as opposed to a profitable game ripe for DLC, for example. Of course they’d couch such money grubbing expectations in to language of the managerial class…


  • MotoAsh@lemmy.worldtoGames@lemmy.worldPop it in your calendars
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    1 day ago

    Is it actually smaller, though?

    Don’t get me wrong, I fully agree in spirit, it just seems like several aspects royally screwed over the map design so it felt much smaller.

    1. The bay being the main area where you started meant everything felt far more like linear progression regardless of where one wandered to.
    2. The island bifurcating the bay made the bay itself far more prominent, isolated, and greatly reduced how many under water biomes were simply ‘there’ to explore. You always HAD to wander out in one of two directions to get to some other under water biome open to the surface, of which there were only, what? three?
    3. Most later game biomes were solo, single entrance offshoots of the already limited ‘main’ areas. This made them feel much more like explicitly added game assets instead of areas you’d just wander in to while exploring.
    4. The story and the game design itself seemed to want the on-land biome to be more cool than it was. It was ONE biome, and not even the type of biome that the game is known for.
    5. The sea truck is cool in concept, but when every area is disparate and isolated, it SUCKED to drive a loaded truck to any of them.
    6. The “AI” companion (and really, the story over all) totally and completely popped the isolated explorative feeling of the game.

    Basically, the basic design of the map and story ran completely counter to everything that made the first such an amazing experience.

    The individual biomes and assets themselves were still great, but they were composed in such a way that left them … not greater than the sum of their parts.

    I think it could’ve been a banger if they had interconnected more biomes and made them larger so there was ANY point to dragging a loaded sea truck to them. The land biome could have worked if they made it much more like a real arctic; an ocean mostly covered in ice sheets instead of it just being some random biome “over there” largely literally on land. The ice worm would’ve been waaay cooler if the player had to wonder if it could make an appearance under water, for example, even if it never did. The snow fox (or what ever the land vehicle was called, it’s been a while) could’ve been way cooler if it wasn’t for one biome “over there”, too.

    I don’t know how much larger it’d need to be, but a little more creativity in mixing the biomes together would’ve gone a LONG way.