Personally the progression has been rather steady for me. While later project levels take a longer time to complete, they don't seem to give out more points than usual and I've gotten most of the upgrades anyway. The prospect of maxing it all out seems to be more of a completionist thing.
Also, crafting was so pointless on my end that all crafting components ended up serving as just spare cash. I don't think I ever had to craft anything besides just to test out the system because the game dumps copious amounts of gear on you, with the sole exception being drones which are so underwhelming that I just never found a real use for them.
Also, the barrier was changed to a much more boring visual apparently which is kind of disappointing.
Been a while since the Stadia gameplay, but out of curiosity, I decided to analyze the footage to see if I could find a good shot of the lone "Soldier Shield" enemy that briefly appeared.
https://i.imgur.com/UshuFhd.png
A bit of a blurry, out of focus frame, but they now seem to have a distinct appearance based on the classic shotgun guys, considering the armor's coloration and the bald head.
I like that the regular zombie soldiers look like the Doom 1/2 ones, and Imps also have spikes.
Really it looks like they're trying to bring back the classic designs more.
https://files.facepunch.com/forum/upload/143764/3382bd7a-f252-4781-afa5-6b64331b7229/image.png
I've commissioned a friend I know for 21 bucks on their kofi, and it's money well spent!
Yeah, that's me about to get my face blasted with both barrels by your favorite ghoulish gunslinger, Caleb. No I didn't survive.
Go commission her if you're also interested! I'm very sure other retro fps lovers here will recognize her!
https://crabwithglasses.tumblr.com/post/185165143815/opening-up-some-ko-fi-commissions-for-a-little
I played on the server last night for a short while. Was definitely a fun romp, I loved the references to some of the older Doom community things like Massmouth, Doomkart, or Linguica being the Hissy hogger.
It's definitely got a lot more variation than the TF2 equivalent, which I also played a ton a few years back. However I think some of the minigames pass by too quickly where you can't even read the instructions in time.
https://www.youtube.com/watch?v=jh9BcbJ2FvM
color customization for the suits confirmed? you can see the blonde one wearing a vaultboy-inspired color scheme at 0:23
Thanks for stopping by! I remember seeing you
That early crash was reay silly. Apparently it was known about but no one warned me in time to fix it, despite having 2 weeks before the event was going to take place. Luckily I managed to patch out that minigame really quickly.
Regarding the short minigames, I wanted to have mastery as a key element of the WAD, so typically I make the instructions 1-4 words so that once someone has been through the minigame once, it should hopefully be enough to be semi prepared for it next time.
There are some minigames that definitely were too difficult though and will be nerfed in the next version.
turok
but with caleb instead
It's been known for a while that the game has skins and cosmetic packs - so yeah there's customization but bring a wallet.
Since Youngblood has support for ray-tracing I'm very hopeful that DOOM Eternal will follow.
If there's a modern engine that would do RT well, it'd probably be Id Tech.
God I'm actually loving Sigil so far. The soundtrack is killer and the level design feels awesome. I would love to see John Romero do a Doom 2 megawad some time
Played through Sigil myself recently as well. It's a really fun episode. Would easily fit in as the 5th episode in Doom while also looking great and unique by itself, the visual design is on-point.
Playing through Ultra-Violence is genuinely difficult without verging into slaughter map territory. Buckethead's shredz definitely sets up the pacing quite well too. Really enjoyable experience overall.
https://www.youtube.com/watch?v=dkcVMp7-AGE
Very retro and very cheap bundle here, has system shock 1 and 2
Fanatical
Final thoughts after beating RAGE 2
Rage 2 is an excellent example of a negative trend I have been seeing lately, specifically in open world games. Rage 2 and Far Cry: New Dawn are excellent recent games that follow this trend.
Creating a large open world, with "combat" outposts scattered around.
Pad the story out with arbitrary side objectives that are unmemorable, short, and serve next to no purpose other than to artificially extend the length of the game.
Piggybacking on #2, skimp out on the overall story and story missions.
Rage 2 disappoints me in that it shows so much potential. Some of the best feeling movement and gunplay in any game I've played, and the weapons feel impactful and the abilities are all fun, useful, unique, and interesting to use. But where it gives you amazing toys to play with, it does very little to actually let you use them. A majority of outposts end quickly and abruptly, with the obnoxious prompts that put the game at a screeching halt anytime you do literally anything.
The game is also very easy and provides little diversity in enemy types. I found the best missions were the ones where there were a shit ton of enemies coming after you because it required me using all my abilities and guns to get by, while some other outposts felt like all you needed was the assault rifle and basic movement to succeed.
Story Missions: Rage 1 vs Rage 2
In my opinion, linear story and mission structures with unique levels will always be more memorable than games that use the open world itself for missions. A good number of story missions in Rage 2 take place within the open world itself, and some places you could easily stumble across earlier if you just wandered around. Rage 1 had isolated missions outside its small (but tremendously more detailed) open world. These missions not only take much longer to complete, but are also much more memorable and the environments are much more detailed. IMO Rage 2 would have been more successful if they stuck with a smaller open world, kept the many scattered outposts around the world, but gave the player MANY more missions than the current base game has, and have these missions take place outside the main game world.
The game is so short that it baffles me. Again, proper story missions are what makes a game memorable. The amount of padding the open world provides to stretch the games length is absurd. In my opinion, open world activities should never be an excuse to cut back on your main story and main story missions.
No NewGame+ at the moment, which means maxing your character out will mean nothing with no way to utilize your maxed out powers, which is a shame because the skill trees are done really well.
Weapons: Mostly gimmicks. Abilities: Tremendously fun, but underutilized within the confines of the open world.
Other than the Assault Rifle and the Shotgun I found very little reason to use any other weapon the game gives you. The Pulse Cannon was probably the only other one I used. The Grav Dart is a fun gimmicky weapon, and the Firestorm Revolver .... what even is the point of it? The Assault Rifle and the Shotgun were all you really needed to get by.
The abilities definitely were the highlight of the game, and made me feel like a proper badass. But again, a lot of the outposts end in seconds. By the time I get my Overdrive and use it, the battle is over. Why is this? Why do they make things so fun just to yank the carpet beneath our feet the moment things get good? The open world structure, while gimps the story in my opinion, is perfect to create large, sprawling outposts with a shit ton of enemies to kill - but they don't do this.
I'd write more but I am tired. Rage 2 isn't a bad game by any means, but I feel the open world structure of the game cripples the game in many ways. IMO it just needed proper story missions with more linearity to them.
I'd really love to see him produce some kind of documentary on DNF's development, interviewing developers from all stages of development.
I haven't played Rage 2 but this isn't exactly a recent trend. A lot of open world games fall into this trap. IMO the problem with most of them (aside from a fair few of them having open worlds that don't actually have much in them) stems largely from the fact that nothing really happens outside of scripted sequences in missions or, as you said, combat outposts. Enemies maybe have a few set spawns and patrols, same for allies if the game has any, but they never feel like they're actually doing anything or reacting to you or anyone else.
I'm going to use Just Cause as a perfect example of this. Just Cause is a series that prides its self on over the top antics and destruction but outside of missions the enemy just... doesn't really do anything. They'll throw a few cars full of dudes at you and maybe a helicopter or two when you raise your wanted level but that's about it. You just go around from outpost to outpost blowing stuff up then repeat that across the whole map and the enemy never changes or does anything. Just Cause 3 in particular really got my goat with this because it had these cool "liberation" missions where the enemy was dropping paratroopers everywhere and using landing craft to storm beaches and stuff. That sort of thing should have been happening dynamically in the world, not just scripted for a single mission.
A lot of the time developers make a big open world but don't put in extra touches that make the enemies and allies that inhabit it feel alive, dynamic or reactive and in my opinion that's a huge deal when it comes to having an open world sandbox environment. And don't get me started on open world games that make it so that enemies disappear from the map when you finish the game. Why the fuck would you ever do that?
stalker did it just right with its alife system, though i find it was significantly toned down in call of pripyat
and then he gets to Randy and just roasts the fuck out of him
It's a 7 hour video and 5 hours of it is just him shitting on Randy.
the virgin gggmanlives vs the chad civvie11
Don't you mean the vvvirgin
Yeah I feel the same about Rage 2, I was so pumped up when i first started playing it because the gameplay was really good, but after 10 hours of wandering through outposts i'm struggling to finish it because I've realized that there's little to none unique content. It's a shame because again, the game has some really solid gameplay mechanics and a great weapon roster. All it needed was a more close-ended singleplayer experience.
From what I'm gathering, Rage 2 was all style no substance.
It's the kind of thing that's begging for a New Game Plus or free updates to expand shit and make more use of combat and enemy types, because as it stands it's like if Just Cause and Mad Max had an adrenaline-addled child and then let it play with a round peg and a square hole.
finally got around to trying Blood (Fresh Supply) and god damn this game is amazing from just these first three levels. I severely regret not playing it sooner even though I jump at every other corridor.
hell RAGE 2 would be excellent if it had even a simple horde mode at the outposts.
Its turns from an old-school fps game into more of a puzzle game on higher difficulties as you cautiously round corners, with bouts of endorphins hitting your pleasure center when the game lets you toss tnt into a group of 10+ zombies.
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