Doom 2016 wasn't perfect, but honestly it was pretty close. I'm not a fan of some of the design choices they've decided to change between 2016 and Eternal.
The HUD is too congested, invasive, and colorful. The item pickups are too glaringly obvious. The fact that there are extra lives is laughable and really bizarre. Also, the fucking pain grunts.
I don't mind games that don't take themselves too seriously, but Doom Eternal seems to be taking it a bit far. I'm still going to get it, but this stuff has me pretty worried that the game might not be that great.
>Item picks ups are too glaringly obvious >Also, the fucking pain grunts.
So I'm guessing you never played an FPS before 2001?
Nathan Sanders
>t.never played original doom
Charles Nguyen
This is the doom you guys wanted, enjoy
Andrew Hughes
>The fact that there are extra lives is laughable and really bizarre.
That seems like the complete opposite of realism to me OP...
Brandon Price
You're stupid.
16 enemies looked more Bay than Eternals
Jeremiah Cruz
i really liked the previous gameplay they showed with the more minimalised UI. God knows what the fuck they're thinking with that colour puke mess. i want the GAME to be more colourful, not the UI.
Also all these new mobility options amount to shit when every single enemy is slow as fuck and just hurls projectiles at you. We need some fast enemies that run you down to force you to use that stuff, not the lumbering retards that charge into walls giving you 8 years to step behind them and shotgun
Angel Ramirez
At the very least, I can appreciate the green crosshair. It was legitimately invisible during some parts of 4.
William Gray
I don't see issue here. Games are stupid, so embrace it.
Anthony Murphy
are you fucking dumb? how are any of these (besides extra lives) actual flaws, let alone ones which remotely impact the actual gameplay at all?
anyone who's touched this thing has walked away convinced it's a better game than the first one. i'm p.excited.
Henry Hernandez
Every addition is either to A)Get rid of boring ass standard sci-fi blues and greys that plague the sci-fi genre and make Doom more colorful like the original Or B)Make game play elements clearer for players
>Pain Grunts Way more enemies per arena, if you don't notice you're getting hit from behind the grunts are there to make you aware >Colors Your brain is wired for visual recognition, even more so for all the autists on this board. Blue health bar=blue health items, need shotgun ammo? Look for the orange as oppozed 16's all ammo which looks the same in combat This also allows them to take elements that casualize the game such as the weapon wheel slowdown. No more slowdown, it's now replaced by color recognition
>the item pick ups are TOO obvious They're really not. Why the fuck would I want to slow down my combat to health hunt
Lucas Butler
Because health vials were blue in Doom 1 and armor bonuses green.
Joshua Green
>the art direction >and then its the combat is "visually unappealing"? >the enemies look bad You guys are not agreeing on the same thing, you're replying to each other just to further your own dumb ass criticisms. Shut the fuck up morons.
Liam Ortiz
>The item pickups are too glaringly obvious. The fact that there are extra lives is laughable and really bizarre. Also, the fucking pain grunts None of these are valid complaints in of themselves, just shit you dont like. You cant explain why its bad, your opinion is less than meaningless. The trailer opens with a hell knight being chainsawed, any complaint you have about tone is invalid to me as well. You're concerned, awesome, want a medal?
Nevermind the fact that DOOM had options to disable HUD elements 1 by 1 and becomes more fun the more effort the player puts into the gameplay sandbox, no no, theyre gonna somehow fuck it up this time with optional extra lives to adress the complaint that the checkpoints didnt save often enough. Which is fairly a logical approach to that critique, dont kid yourself and reply they should have had manual save you know damn well that will never happen.
The original Doom had no HUD options, and 2016 only let you disable certain elements while the rest remained.
Sebastian Cruz
I see everyone's points. No, they're not massive flaws in gameplay, it just looks ugly. The grunts sound really unfitting, like Serious Sam or minecraft pain sounds.
I also forgot to mention that the sluggish movement speed is disappointing.
>The original Doom had no HUD options, You could remove it entirely, though.
Benjamin Butler
>a (shitty) videogame has me worried rethink your existence, you mentally ill retard
Ryder Lee
Ok so whats the issue aside from you disliking it on principal alone rather than accepting what it's trying to be? Simply put, no modern developer, EVER, has solved the logical issue of making good AI that doesnt ruin/trample through a complex puzzle of a level. 3D space and player mobility in that full range of space, has so many variables you can see for yourself how the original Doom levels dont work in any way shape or form with the new enemies in the 2016 classic levels. So with that said I dont see whats wrong with accepting this fact and using arenas. Even Quake with its revelutionary jump to 3D used the same spawn tactics for not having so many enemies on screen at once that DOOM is using decades later. Serious Sam's only solution was to build a specific game engine with the sole intention of having a million enemies on screen. So until someone can compromise quake style level design with AAA graphics and AI on the level of DOOM 2016 I dont see how arenas are a negative and no shitposting ive seen here has changed my mind on this.
Kevin Powell
>Doom 2016 wasn't perfect, but honestly it was pretty close. It really, really wasn't, you retarded zoomer shill.
Jayden Price
Even still, that's not disabling anything one by one. That's increasing your screen size until the status bar disappears.
Carson Mitchell
Did you play it on console or PC?
I had it on PS4 first and it was fucking abysmal. Bought it again when i built a PC and it was actually pretty good. Still not amazing, but I could understand it being some anons favorite game. Glory kills are fucking lame and I stand by that opinion.
Kayden Green
I grew up on OG Wolfenstein and Doom. Doom 2016 had the best of both worlds between classic gameplay elements and modern ones.
I don't mind the arenas, just the cartoony look of some of the elements of the game.
James Sanchez
>the sluggish movement speed is disappointing.
But it looks to be the exact same as the last game? Besides that there's now also dashing and the grappling hook
Adam Sanchez
It's not my favorite game, but it holds a permanent place in my steam favorites if that says anything.
Camden Hill
It does, but not in a positive manner.
Jordan King
>Simply put, no modern developer, EVER, has solved the logical issue of making good AI that doesnt ruin/trample through a complex puzzle of a level. What happened to FEAR AI design and AVP2 xenomorph AI, they worked fine.
Matthew Phillips
>the grimdark bloodbrony zoomers are mad there’s not enough brown and bloom
A bloo bloo
Brandon Johnson
>loved how the first game had its own tone and artstyle while still feeling like doom >now every design is REMEMBER THE ORIGINAL GAMES HERE'S A CYBERDEMON PLEASE CLAP
Justin Young
Good. Doom 4 made everything look like a bug with their chitinous exoskeletons.
David Hill
In FEAR levels are simplistic shooting galleries and your movement is slugish as fuck. There are so few enemies in the uninspired drab levels that it doesnt matter if theyre left alive or dead, and because of your movement speed and the hitscan nature the developers arent worried about you wondering the level and exploring, potentially ruining combat encounters. Not that I dislike FEAR at all but when thats all there is its really easy to focus on the AI. i havemt played AVP2 tho it seems good
Lucas Barnes
I think the original Cyberdemon and zombiemen are a really cool addition, but in other places I feel like they are pandering way too hard to nostalgia factor, mostly with all the cartoony arcadey gameplay features.
Christian James
lmao
Brayden Myers
>gameplay and "arcade" are now "pandering way too hard to nostalgia" hahaha we're probably the same age, go fuck yourself dude.
wow it's almost as if you took what I said and comprehended it completely differently
Jayden Cruz
>now every design is REMEMBER THE ORIGINAL GAMES HERE'S A CYBERDEMON PLEASE CLAP
And that's a good thing!
Jayden Evans
Yeah, but they are AAA studio they have enough resource to waste on a AI/Level Design team. But they will never do that.
Mason Kelly
Daily reminder the people crying about pandering are zoomers who are mad they weren’t alive at the time and they hate the fact that something they want to enjoy is referencing and appealing to a time they didn’t exist in.
Same thing happened with Sekiro going for old school difficulty mechanics where you couldn’t powerlevel your way through obstacles.
Christian Morales
My biggest complain about DUUM, was the art, feels cartoony, specially the imps, also lacks religious symbolism, need more pentagrams and impaled people.
Andrew Gomez
Interesting, we can use this as a pleb filter.
Nolan Roberts
I was thinking about that second part, because it confused me as well why there wasnt enough religious symbolism in the first game. I think they fully intended it to take off as a global franchise but got worried at offended anyone religious so they 100% made up phony pretend religions so they can cheese out on not having pentagrams and crosses everywhere. As for impaled people...? Im with you.
Justin Sanchez
I think Doom Eternal actuall fixes that a bit by expanding on the humanoid/zombie type enemies. They were one of my fav enemy types to kill in Doom, just because they looked less cartoony and more horror (unlike the imps as you said).
Oliver Peterson
Anyone else find it really bizarre how arenas are such a common Yea Forums complaint about DOOT when Yea Forums worships devil may cry, a game about comboing enemies in locked arenas over and over again until it ends?
I guess a Zenimax's lawyer would go ballistic on Id if they tried to recreate a Death Metal album, I found the blog of an artist who did concepts for DUUM, and he had a different idea compared to the final release.
Almost like Doom, SS and DMC are entirely different games.
Not crying about pandering because I'm a zoomer. Like I said before, you retards, I grew up in the 90s on Doom 2.
I'm changing my mind about the bright items, because that's not really much of an issue. The ugly color puke hud, annoying minecraft pain grunts, and the slower movement.
Brandon Myers
I don't know why people were hyped over them adding a flamethrower to DOOM Eternal, considering it will just look like vomit against the red background of Mars, red demons, blood, and red projectiles
Hunter Ortiz
That kind of aesthetic was saved for the multiplayer.
John Watson
>Doom 2016 wasn't perfect, but honestly it was pretty close It was a fucking abortion
Yep, they were worse, but they are still bad in Eternal.
Dominic Bell
And it clashes with everything else
Xavier Nelson
You are blind, faggot-eyes.
Dylan Kelly
D44M had good aesthetics and the puke and bile styled items and GUI look horrible in comparison
Cooper Wright
I just want the movement to be faster. Doom4 was really slow it felt as if you were underwater at some points.
Dylan Bailey
that image got a straight conversion to MP stage called Boneyard. 1:1 conversion
Daniel Gutierrez
do you prefer the old doom pain grunt?
Jaxon Perry
>D44M had good aesthetics
No!
Andrew Cruz
You're a down syndrome cunt. Not only is it amazing, glory kills are a wonderful addition and the PS4 version is the optimal way to play it.
Jeremiah Harris
The gamer looks like it has way too much platforming now, and DOOM was already a fucking slog in the later levels with the level designs
James Nelson
It feels more like a video game, aside from the ugly hud, I'm all for it.
Kevin Martinez
I don't see the problem, it looks way better than the previous game. Loving the expanded mobility and melee.
Brody Morales
Posting a shot with the weapon wheel up is obviously skewing the appearance of the HUD. Overall it's actually fairly subdued and doesn't take up much of the screen.
I do agree that the color choices are a bit extreme. I don't think it's enough to detract from the game but I hope it's customizable. It honestly fades away in motion though, it just stands out a lot in screenshots.
Everything else is the game acknowledging and embracing the fact that it's a video game and I personally appreciate the shit out of it. I love how gamey it looks.
Aiden Price
That's totally part of Doom in the Hell levels. They obviously changed it up with more varied aesthetics as that tone and texture looks boring over and over. But there's aspects of Hell that have what that concept art has with bones, teeth, and fleshy parts portruding from floors and walls. And there's a blood red hue on everything there too and pools of blood. I don't see something that wasn't utilized in Doom there.
Alexander Johnson
In my opinion, I don't like the HUD as it's too distracting. It's way too colorful & blends in with the rest of the enviroment compared to the other huds in the past, as they're not too distracting & makes the color pop out more from the game. Also making the HUD translucent instead of transparent just creates artificial difficulty because you cannot see which enemies attack you, & this becomes a problem when it results in a cheap death. I also don't like how "gamey" it feels too, it takes you out of the experience & ruins the immersion of the whole thing. That's just my opinion though.
I'm kind of confused, I don't think I've actually seen an "arena" in Eternal yet. It looks like just areas filled with enemies like the prior games. Am I dumb?
I know 2016 had a lot of lockdown arena moments but I haven't seen that in any Eternal footage.
Landon Jackson
There were a few locked doors that only opened when you killed every enemy.
Evan Bennett
>translucent but not transparent
Wut. Are you misspeaking and using the colloquial version of transparent which can include semi-opaque (and thus using two synonyms) or using transparent literally and saying the HUD should literally be invisible?
Gavin Watson
>but honestly it was pretty close That is a funny way to say it was the worst in the entire series.
Liam Gomez
yeah but in DMC the whole point is about doing cool shit. The skill expression doesnt come from winning, it comes from a satisfying combat system that you exploit to make cool shit happens.
Lucas Taylor
Sorry, I meant transparent in the way of it being semi opaque like in Doom '16.
The only thing looking bad to me are the HUD/UI. It looks fucking weird, cluttered and like a mobile game or something. Too many different colors and it clashes with itself.
Isaac Cooper
yes. a sharp exhale is more fitting than OOF OUCH AGH
Jayden Miller
What I'm saying is translucent and transparent (as you used them) mean the same thing. Do you think the Eternal HUD is TOO translucent compared to the 2016 HUD?
I could see that argument and would honestly probably agree, I'm just confused on what you're trying to say.
Hunter Young
That's what I'm getting at
Adrian Williams
No that would be Doom II
Ethan Jenkins
>ZOOM was close to perfect Fuck no. It was better than tripe-A trash generally is, but that's not a very high bar to go for.
Sebastian Adams
Then yeah, I kinda see that. It's both a bit too translucent and the blur around the edges of a lot of the HUD elements makes it weirdly blend in too much, in spite of the bright color. It's not bad enough that the information can't be discerned but I think a nice, crisp HUD communicates information a lot better without even really needing to look at it. You can discern the information from approximate lengths/positions of things on the HUD like health bars and the like.
The demonic level, for example, is not super clear if you're focused on the center of the screen and it's in the corner of your vision.
Matthew King
I remember playing the original Doom. in multiplayer mode, players ran around spastically trying to shoot each other before the other could return fire. In single player mode, usually one would carefully creep into the next room and clean out the threats before advancing to the next room. I was always happy that the two ways of playing were different and that I was free to choose how to approach the levels. All the promotional clips of the new Doom games look like they've turned the single player mode into a spastic mutiplayer mode, and I just don't care for the idea that the style of gameplay has been mandated in advance in the level design.
Brayden Gonzalez
>The HUD is too congested, invasive, and colorful Two notes:
1) we both know that weapon wheel is only gonna appear when you hold down the weapon swap button, and honestly I kind of like using hot/cold color coding to show (what I assume to be) how close to max ammo the weapon is
2) we both know that the Doom reboot had a weirdly customizable UI, including like 3 different levels of complexity to the crosshairs. I don't doubt that it will be similarly customizable this time around.
Hunter Watson
it is such a blindingly pathetic attention grab that they changed things. the game shown at Quakecon last year was a lot like 2016 doom but improved.
this one is a fanwank. just full of shit for 'doom fans' to point and gawk at because they remember seeing it in doom 2. OMG HEALTH VIALS OMG RAD SUITS!!! put the fucking solent down bucko. just because you remember something and that something is now in front of you on your monitor should not be a valid excuse for warping the game's art direction. YES, 2016 had Easter eggs. little nods to the originals. e1m1 playing when you pick up a doomguy figurine. but the game wasn't what I would describe as arcade, it had a campaign that had some semblance o a lived in world that was quite immersive at times. doom eternal looks like a fucking clown world with all the colours and video gamey sound effects (you half expect to hear pacman munching away in the ambient track or a BING BING Wahoo when you pick up a 1UP). furthermore, the hud is abyssmal.
hate to be that guy but I have to call out low hanging nostalgia bait when I see it, especially when it's to the detriment of so much else
The ammo is color-coded, but each section fills up showing how much ammo you have relative to max.
Carson James
it's the 7/10 to nuDoom's 6.5.
Wyatt Wilson
Health potions were there in the Quakecon footage, buddy. They're not there just to make references, but because they read a lot better than 2016's varying sizes of blue cylinders.
Christopher Torres
>The ammo is color-coded I don't understand this statement. You mean like which pickup each gun uses?
Dylan King
they are blue glowing objects on the floor. if I'm in the middle of a firefight that's all I'm gonna register. did they really need to be vials?
Ethan Ramirez
On the HUD, each ammo type has its own color. Plasma is purple, shells are yellow, etc.
Dominic Powell
Half the shit you're bitching about was there in the Quakecon footage, and there's literally nothing wrong with any of it ;-)
Isaiah Torres
for me changing color of crosshair in games was a thing from serious sam first encounter, fucking hell
Joseph Ramirez
It wasn't clear how much any given health pack would give you because they all looked the same. Besides, the small health pickups were already little blue vials, just with a different shape.
Carter Cox
I'm suprised I don't see this complaint more, the UI is like something straight out of a mobile game, it boggles the mind.
Parker Brown
I'm worried there will be too much focus on platforming and crap like that, and it'll take away from the shooting. Also, damaging floors and radiation suits to avoid them are back, and I didn't like those in the original games.
Jeremiah Sanchez
A lot of these complaints really cancel eachother out.
Nolan Clark
>I also don't like how "gamey" it feels too
This is quite possibly the most retarded thing I have ever heard on this god damn website.
Ryan Sullivan
when someone says that they mean that rather than being an immersive piece of vidya it feels more like an arcade shooter
you can tell the difference, right?
Charles Howard
Wasn't Doom intended to feel arcade-y?
Jonathan Collins
100% agree. It's going way too far in the wrong direction. 2016 was the perfect blend of retro and modern sensibilities.
Joshua Green
There is such a thing as too much.
Hunter Jackson
The Original '93 & '16 felt a little bit more grounded than eternal. It didn't have tokens, literal question marks, & extra lives.
Ugh, you have to do that MANUALLY? Why isn't it automatic?
Jaxson Cox
If you have an Extra Life, you get all your health back and keep going instead of dying.
Wyatt Smith
What happens if you've set yourself up into an unwinnable situation? That's usually the cause of my deaths. Reloading a save gives you a fresh start.
Josiah Baker
I mean there are likely still check points but the thing is that if you lose all of your lives you start at the beginning of the level. And to me that feels like it's not holding your hand, rather to remind you your lives are limited so git gud.
Notice the high pitched pop at 1:46? That's the headshot sound. You'll hear that constantly through the game. Now watch the rest of the footage and see that you now notice the sound and won't ever unhear how SHIT it is
Justin Richardson
>extra lives ...why? doesn't really make any sense >pickups they should blend in more with the gameworld then they already do, too many floating ones imo, a few are ok like in D44M but in Doom Eternal they seem to be everywhere
Need the bright, fuckhuge HUD, can't see it well enough on a phone when streaming from Stadia otherwise!
Brayden Lee
well, doom got the right balance. wolfenstein 2 is what happens when they try too hard with story aspects. doom 16 had the perfect balance and was the better idtech6 showcase all-round.
Juan Perez
boomer Doom has better modding, but nuDoom has better gameplay
>"Doom is not trying to be an immersive game; it's not trying to be a cinematic game," Martin says. "It's a video game with the capital V that's dripping with demon blood. Because it's really fast, we're putting a lot of pressure on the player. It's speed chess. You've got to make decisions really fast. If I'm driving around a race car 200 miles an hour, I need all the signage and the game to be big and bold. Otherwise, I'm going to get killed. We want death to be a result of the player making a mistake and not the game screwing them. If stuff is subtle, it's the game screwing me... It's like in this game, I'm in a race car. Dude, if you have something to tell me, tell me loud and tell me fast. That's really why we do everything with the glowing one-ups, the floating question marks, and the huge health packs."
Camden Brown
>1993 >Fighting demons on mars in the future Doom 3 was the first game to take place on Mars.
>"we're not making a cinematic game" >game now has mid-level third person cutscenes
Ethan Barnes
This image is tarded. >1993 >play as a huge, faceless marine you could see his face in the HUD & you're the same size as the zombiemen & shotgunners. >fighting demons on mars No, you fight demons on phobos & deimos. >2016 >there are no cutscenes you literally get locked in one during the second mission >as you play single player & multiplayer modes Nobody is playing 2016 multiplayer compared to zandronum. >cutting edge graphics It was average, don't lie about it. >free tools to create custom maps It was too limiting to the point that they're scrapping it for the next game. >and you first played it in the 90- The fact of the matter is that nostalgia isn't a factor as to why doom '16 is inferior to '93 & II. As a standalone FPS, it's very good. But as an entry in doom, it's a step above mediocre.
>Color is bad Yikes. I weep for the future of not only gaming, but of escapism as a whole. Movies, comics, anime, you name it. EVERYTHING is becoming bland, boring, uncreative, and worldy these days.
These days, people, especially millenials, lack the mental ability to construct works of art that distances themselves from the confines and aesthetic of our dull, stale real life.
This is why everything sucks now. Video Games, Anime, Movies, you name it.
In the 90's each of these mediums made you feel as though you were in another, fun, more enlightened pain of existance.
Now, they're all merely reflections of our shitty world. Creators need to learn to get over themselves and think beyond our own fucked up world.
I miss the 90's when people still had a sense of wonder.
I think it looks great, you are over thinking it. It's supposed to be goofy and fun. If you want to be disappointed about something, for me it is the orange glow Insta kill animations which always gets old
Zachary Ross
Funnily enough they tried that during production of Doom 4 and scrapped it because hunting demons in the middle of clear day and in god damn sewers is not exactly a great idea.
Just throwing every color in your crayon box at something isn't creativity retarded bing bing. Doom 2016 had incredible art direction.
I knew spamming that fucking hitchcock image would led to dumbasses like you.
Tyler Morales
I know, that’s why I brought it up. It probably would’ve been terrible, and I’m glad they decided to trash it.
Cameron Sanders
>Doom 2016 had incredible art direction. YOU RETARDS WERE SHITTING ON LITERALLY EVERY SINGLE MONSTER DESIGN IN '16. DON'T BULLSHIT ME.
Gabriel Martinez
I liked the HUD they were showing a year ago. Hopefully you can switch back. This and Doomguy's voice (i know, they are just pandering to nostalgiafags) are my only gripes with the game thus far.
Blake Mitchell
Some faggots were, but some other faggots were genuinely arguing against having vertical aiming. Both are in the impossible to please minority.
Blake Wood
Literally the same exact logic applies to DOOM if you dont use upgrades and selp imposed restraint for runes. Its called metagame.
Because retard who cant into FPS complained in the reviews for the game that the checkpoint system is terrible. In reality its incredibly well paced but if you read between the lines the reviewers just sucked ass and were trying to justify it. By making the live system optional for babies it will only make the game better overall. Plus restricted lives speedruns and whatnot.
Charles Torres
>Doom 2016 had incredible art direction. lol. that was one of the worst aspects of the game
Colton Nelson
I understand your opinion but Doom literally has the fucking "gameist" HUD in all of FPS history. It cuts off a chunk of your screen to display >AMMO >HEALTH >ARMOR In gigantic overbearing and uneasy to read text in the middle of combat. On top of this Doomguys face is quite literally a waste of space and pointless "wouldnt this be cool" addition. I understand visually it looks strange when the graphics are realistic but people complaining about games being "gamey" is the dumbest fucking shit ive ever heard and it makes me want to slap you. If anyone ever wondered why the devs even considered "call of doom" in the development process or why theres still so many scripted sequences or unfaithful design changes to DOOM16' its because of retards like this. If people saw no issue with games being "gamey" devs would be giving us better fucking games instead of treating us like children.
Owen Richardson
I wonder if they’ll remove them in Ultra-Nightmare or not.
Luis Long
Doomguy's face showed you what directly you were getting hit from.
Nolan Hall
That's a good point. Do you think there'll be settings to make the game feel less casual?
Mason Russell
All of Yea Forums will know my anger for aeons if you can't gauss jump with the ballista
From the E3 footage we can see it killing your midair momentum when fired level to the ground, so probably.
Oliver Bailey
It was actually minimalistic compared to similar games of the time
Asher Richardson
mods will fix it
Jayden Howard
Does it make logical sense to get hit and rather than look around in the game focus your eyes to the bottom of the screen? Lots of stuff like Doomguys face made sense at the time but were really due to technical limitation, at the end of the day its just for more gamey reasons. Because its all games, its all mechanics to "win", there's nothing shameful about being gamey thats all.
Levi Wood
>enemies that run you down Fuck off with this shit those are the worst type of enemies in FPS, if you’re not avoiding projectiles and chasing and charging enemies you’re not playing doom right
Zachary Gonzalez
You can still do it.
Ryder White
No, not at all. I was just telling you that his face being visible wasn't useless.
Well in Kadingir Sanctum theres one part where the summoner spawns like three hell knights to chase you while theres ims running around. One of my favorite parts of the game
Brody Ramirez
I reckon you’ll be able to turn off extra lives
Charles Brown
I wish there was a non intrusive way to include the face kinda like Ion Maiden in the corner of the screen. But not sure how thatd look with modern graphics. I mean, at least he grunts now.
Hell knights charge at you, it’s a bit different than chasing you
Josiah King
You dont think the UI and presentation is apart of gameplay?
Christian Thompson
Just turn it off, you double nigger.
Bentley Ortiz
dont be daft, it has a cohesive style. especially noticeable in photo mode; practically every frame looks like something out of an ad2000 comic
Noah Carter
Okay now that is just unfair.
Gabriel Nelson
You retard, actual game, in the viewport, wasn't gamey for even a bit. Guns weren't floating around glowing, and even abstract powerups were stylized to fit the gameworld.
There are no arenas in Eternal you stupid shitposter
Jayden Wright
Cohesive, sure, but extremely tasteless and trope-y.
Asher Harris
I do agree the HUD looks bad, but come on, people are acting like the game is doomed because of it. It's not like the game will be unplayable with this HUH, it still shows you all the information you need (maybe too much information in fact).. And they could change it by the time it's released (5 months) anyways. The extra life will spawn you away from your point of death and with full health.
game itself looks fine but yeah the UI irks me as well. also, is it just me or are have there been more cutscenes in the gameplay we've seen so far than in doom 2016? the only time you got cutscenes there were when you encountered a new enemy type, but the Eternal gameplay was littered with them I feel like.