Coreless said:
While I liked the gunplay and the look of the game I just don't understand what the hell they were thinking with bullets and health flying out of bodies like a loot piñata...this isn't Destiny, this isn't Borderlands, this is Doom. The flying loot has absolutely no place in this game and it just looks like they throw it in because its what other games recently have done ignoring why those games do it in the first place.
Why would you ditch static health packs and ammo? it was one of the challenges of the original games was that you had a limited number of health packs to reach the end, making you learn the level encounters and forcing planning in order to beat the hardest difficulties.
It looks like there are static health and ammo pickups as well.
I see why they've gone the route of having ammo and health drop from some of the enemies. Take a look at the ammo counters for the weapons. The total reserve count is pretty low. The shotgun looks to hold no more than 20 shells.
So, while different, it looks like they're still going heavy on the resource management style of gunplay from the original Doom.
Last thing that bothered me was the shimmering effect on the demons, who thought that was a good idea? It is completely immersion breaking. Is it supposed to show that you can use a close combat execution move? Why not just make them stammer to signify that they can be executed? That shimmer effect is just terrible.
From what I've been seeing, they're going for a lot of varied, reactive animations, so it would probably be hard to differentiate between a monster being susceptible to an execution and one just stammering from an impact.
It also looks as though the shimmer effect denotes the kind of execution(s) that can be performed. I noticed at one point in the gameplay stream that a monster's legs were the only part to shimmer, and the player ran up and performed an execution involving the monsters legs.
Cowabungaa said:
I'm liking what I'm seeing alright.
Agreed.
Thanks for linking that video.