Doom Eternal’s “restrained” game design
Doom 2016 was a fast game. You moved fast, you killed fast, and the better you got the less you needed to stand still. What we saw from the gameplay reveal during the Quakecon keynote, Doom Eternal is not only going to be faster but you now have a whole range of new movement abilities that let you traverse the environment and dance around your demonic enemies. There’s the double-jump, the dash, wall-climbing, and best of all a harpoon that you can impale enemies with and then use as a rope swing. With the meathook you can pull yourself towards enemies, closing the gap so you can finish them with a shotgun, or swing past them, using your momentum to reach an otherwise inaccessible area. Oddly, when creative director Hugo Martin thinks of the meathook, he thinks of it as restrained. “The fact that you can only meathook onto enemies feels very Doom,” Martin tells me, “and it shows the type of restraint on some of our features we feel like it makes them great.
from PCGamesN https://ift.tt/2vzmCya
from PCGamesN https://ift.tt/2vzmCya
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