![]() Back in 2016 we jokingly wrote about how Doom could've been more metal, so I have to ask how Eternal ups the metal quotient, in his mind.Compared to its appearance in the previous game, the rocket launcher fires more slowly and has slower projectiles but deals more damage and has a larger blast radius, making it more similar to the classic rocket launcher in terms of how it functions. Its predecessor now looks almost glacial by comparison. It doesn't exactly sound like a thrill ride, but when all those resources are guns, you apparently end up with Doom Eternal's bat outta hell combat. ![]() Martin jokes that "aggressive resource management" was the idea for Doom Eternal, as the team figured out how to follow up on Doom 2016. It's like a jab, and then you can go in and throw your overhand right, which is your super shotgun." The grenade falters enemies, which creates an opening, meaning they can't do an area of denial attack. "We think of the player like a pinball: They've hit that bumper and it pushes them right back into the fun zone, which is like, 'Hey, maybe you should use a different weapon for that particular enemy.' Or maybe you should create an opening. Most have an area of denial attack that will knock a slow-moving player away really fast, and do a considerable amount of damage and displacement. In the last game you could walk up to anybody, put the double barrel to their chest, and they die. "The super shotgun was a very exploitable weapon in the last game. Just that alone will get you to switch away from that super powerful weapon. If I try to use the rocket launcher to solve every problem, I'm going to get myself killed, because this time around it's more powerful but it does way more self damage, and it shoots slower. If you're in the fun zone, doing the right thing, you're surrounded by a bunch of fail conditions. ![]() The demons are really aggressive if you're not doing what you need to do. "If I run up to somebody with a pistol and repeatedly shoot them in the chest, that demon has to kill me, and kill me fast. "How do we corral the player into playing that way? We're comfortable with punishing them if they don't," Martin says. This time around, it's hell bent on forcing you to juggle everything it gives you, with the view that juggling is the best way to have fun. This is why Doom Eternal gives players multiple guns, a grenade, a flamethrower, a dash, and even more tools in its first couple hours. But when Martin talks to me about polish, he focuses on "player education," the "tremendous" amount of time the dev team spent tweaking how and when you'll be introduced to new weapons and abilities.īeing unstoppable is fun for awhile, but it gets stale if a single strategy is the solution to every problem. Eternal is polished in all the ways you'd expect a big budget shooter to be, from its animations to its sound effects to its menus. It's worth noting that even with ample development time and a team that works well together, Doom Eternal's developers had to crunch for much of 2019 (opens in new tab) to finish the game (which was then delayed to this March). We think of the player like a pinball: They hit a bumper and it pushes them right back into the fun zone Hugo Martin The rest of the time was just spent balancing out the pace of the game." "Within the first year of development we had the fun nailed down, we had the game nailed down. We're so good at that we were able to do way more at a higher quality in less time," he says. "What you're seeing is the product of a group of people working together really well, where we're able to discuss a feature, argue if necessary, move on to a resolution, and get it into a game and move onto the next one.
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