144 reviews liked by darkrealm91


This review was written before the game released

is it just a challenge now to see which studio can make the most pointless remake of all time

the ungodly restraint to create a vast open world and not populate it w side content +

I'm tired and didn't expect to finish this tonight so I'm going to stay terse. naughty dog is obsessed with filmic avenues for games as art. game design is entirely secondary and liberally cribbed from contemporaries. consider literally any jak game (standard collectathon for first game, same engine grafted to eyebrow-raising drab GTA world for second game) or uncharted (bog-standard cover shooter + ico-lite platforming + half-hearted turn towards horror in the back quarter). naughty dog only believes in conglomerates of design. interwoven webs of market-proven mechanics where the connective tissue is the graphical fidelity and storytelling.

this is not what I like in games. I like games that create internal logics that interact with each other in novel ways. this doesn't have to be complex. arcade-style games form tiny cores of necessary mechanics and grow their universes from exploring the facets of each element in further and further detail. surprisingly, the last of us is naughty dog's attempt at making such a game. it is meant to be a rich tapestry of survival, horror, grounded shooter, et cetera. its individual elements are evidently meant to pulsate and reprise in waves across the experience. approaches to encounters are meant to run the gamut of stealth, guns blazing, trap-oriented, and any combination of these you can conceive.

naughty dog is not a studio that has the design chops to make such a game though. instead, the end product is The third-person shooter. the third-person shooter monolith if you will. a pastiche of nearly a decade of design patterns evolving shoved into a single casserole. when in tightly constrained areas, cover is conspicuously placed for you to camp behind while you clear the room. other areas feature hidden routes to quietly crouch-walk through under the auspicious of "tense" play. others feature onslaughts of infected waves meant to be gunned down. these are discrete and easy to recognize. what makes it interconnected is that the options are bare enough to make transitioning styles required. getting caught during stealth just makes the game a cover shooter. running away from clickers far enough transitions back into stealth. remaining in cover long enough will eventually force the enemies to push and let you react aggressively. no one system ever has enough juice to invigorate the experience on its own. walking up behind someone to shiv them rarely changes outcomes over just shooting them with an arrow or walking past. shotguns sometimes barely stagger opponents so what pleasure do I attain from experimenting with the weapon when a point-blank headshot doesn't even cause them to explode into gibs. I could just use any of the multiple other weapons that have the same effect.

all you're doing at the end of the day is eliminating individual enemies with one of the options off of the a la carte weapons menu. no need to manipulate their search AI or clump them into groups or anything beyond just rotating weapons and picking off every enemy one by one. only thing that changes is if you're supposed to be playing gears-style cover tactics or far cry-style "clear the base by pressing the takedown button behind everyone" or resident evil-style horde extermination. which is potentially enough to satisfy anyone who wanted a third-person shooter buffet. none of the styles are really entertaining enough on their own to justify the whole. the universe the game design resides in is disjointed.

the rest is pushed forward by walking forward through pretty corridors pressing triangle whenever the game asks you to. none of the aforementioned mechanics lend themselves to puzzle-solving, so virtually every instance of one in the world is just moving a ladder or letting ellie float on a wood pallet. in keeping with the crash bandicoot crate methodology ie provide minute interaction between the actual tests of competancy, the game litters materials all throughout the world for you to mindlessly pick up. any semblence of creating fragments of life in these environments is shattered by this. joel and ellie's banter is mumbled as backdrop for me rumaging through lockers and piles of trash for extra bandages or ammo. representations of life pre-apocalypse decaying are bastardized as I sift through drawers looking for those telltale item symbols to pop up for me to view. this is not an insignificant portion of the game mind you. some of these segments of nothingness reach the 15-20 minute range. if they were so concerned with letting me appreciate the views, maybe they wouldn't have felt the need to breadcrumb trail me around, pointing my camera at the ground constantly in the process. which does not even begin to highlight the inauthenticity of every supposed residential area with conviently placed rubble or cars or such to create cover-based combat arenas.

with this said, its adaptability is its greatest strength as much as it is its downfall. the general workbench design and locked doors are lifted from dead space and rendered more enjoyable here thanks to a streamlined tech tree and relatively-common shivs being used as keys rather than expensive power nodes. the actual gunplay is medicore since it never matches one modality, but at the same time it is at least a better murder sim than uncharted and its sanitized pg-13 firefights. enemy AI is not exactly robust and is easy to exploit thanks to the overeemphasived distraction item mechanic (bricks and bottles are yet another endlessly available item to collect), but it is complex enough to surprise the player and force more reactive play.

there's a particular moment I really liked. in the basement of the hotel there's waterlogged storage rooms with an elevator to reach the main floors that is disabled. enabling this requires turning on a generator located on the opposite side of the area, which will attract many waves of infected along with a dangerous bloater enemy. there are many approaches to this section, including simply beelining to the exit with the keycard for the elevator, setting traps in places where the spawns become most congested, or simply fighting it out amongst the onslaught of opponents. this is identical to the style-switching I discussed earlier. however, this particular encounter is totally open-ended in a way where a particular approach isn't necessarily prescribed. in my first attempt I played cat and mouse with the bloater before I knew the keycard location because I had unwittingly turned the generator on upon seeing it. my second attempt I tried to fight back more proactively, and on my third attempt I laid down traps and planned an escape route beforehand. none of these were intended strategies to the extent that the developers felt pressed to include copious hints towards one style or another (blatant cover, passageways to crouch-walk through, etc.). the area is relatively large as well, and thus the actual tactical evaluation feels less limiting. if only more encounters in the game had attempted something higher-level like this instead of pulling from canned ideas.

all of this is in service of delivering the story. I would call it a children of men rip-off if I had ever actually watched that movie. I appreciate that joel is the anti-nathan drake. the deluge of quips is replaced by generic gruff guy behavior (not to mention ellie handles most quip duties when appropriate), but at the very least the game does a better job presenting him as a total psychopath and justifies the insane bodycount he racks up. the ending in particular I enjoyed; the "actually he did all this terrible shit because he's a terrible person!" throughline is not novel nor was it in 2013, but I rarely see a game attempt such a purposeful lack of closure. the rest is marginal. various character sketches dedicated in each chapter with predictably dour results for each. the repeated "people do terrible things under pressure" motif is wrung far too dry. makes each character's arc slight since the outcome is always known in advance. perhaps this is why I liked the ending: did not necessarily expect it given most games' predilection for riding off into a sunset.

the latter section is sort of damning because I actually played the majority of this game while dogsitting for my girlfriend months ago, and finally finished today to add another game to the halloween roster. I frankly don't remember much about the story other than the broad strokes. I at least remember more than a dozen or so particular enemy encounters, which is pretty great for a game that runs about 15 hours. what's less reassuring is how scattered my responses to said encounters were: I often remember routes I took but what guns or tactics I favored are completely absent from my memory.

a smorgasbord of opportunites for you to throw a brick somewhere and make everyone around you go "huh? what was that" and allow you to walk behind them. speaking of which: the clickers. the perfect synthesis of "scary enemy that actually is so trivial to circumvent that it's not scary" and "scary enemy that awkwardly OHKOs you and becomes more frustrating than scary". having your primary horror encounters be based around an enemy that cannot see you renders virtually every situation with them one that rewards just walking really slowly. that is when you don't have a brick, which you nearly always will because they're generously located near all clickers. finally building up the firepower to kill them more efficiently would be great if not for the OHKO, and so just walking around them still feels like the dominant strategy up through the final area. other than using the flamethrower that is, which I frankly underused outside of the final areas. also this review is more terse than my usual shit which thankfully meant I knocked it out in about an hour but still is way too long. oh well. better than my original draft from when I was more actively playing it that tried to wade into the lukewarm "games as art" discourse.

Everything wrong with the video gaming industry packed in one abomination

(have not played btw)

iD Software should probably go down as one of the best set of devs in history, because they have made a work so excellently crafted in its design and innovative in use of arena fps mechanics that it's easily the best game that has come out of this year so far as well as one of the best of all time. It manages to take every single lesson that needed to be learned from Doom 2016's failings and applied a perfect fix from a top-down level.

I've never played a singular fps that kept my adrenaline pumping at full blast for most of the way through, with encounter design so phenomenally set teeming with particular enemies that make true on its core gameplay loops. Doom Eternal juggles loops of resource management, enemy prioritization, and utilization of movement all intertwined to each individual enemy. From the Arachnotron, probably the best enemy of the lot that forces you to utilize its weak points while it dodges your fire and pressures you down, to the Cyber Mancubi, each enemy makes use of your weapon variety and asks for the best play you can muster especially on Nightmare difficulty (which I played on the whole way through). The waves are also set perfectly to where as you take heavy enemies down there's new challenges to surprise you, with especially the slayer gates and later levels showing the best of this wave design.

The weapon balance and depth is also excellent, with two alt fire mods you can swap with that each bring their own costs and benefits, as well as the resource grind constantly asking you to use your entire loadout. Good play isn't just tuned to dodging enemy fire and spacing yourself correctly, but also utilizing every single weapon to their fullest extent while keeping track of loot pinatas to keep yourself in the midst of carnage. You'll know when you're in the zone when you're hook jumping into the air and constantly keeping yourself up above them dashing and jumping as you pelt rocket damage down upon your foes. If you have a single thing not on cooldown you're not using everything that you have.

That's probably the most ridiculous component that iD managed to do, the huge complexity that the game slowly eases you in before letting you become a walking one man army of rip and tear. The pacing of unlocks is fine tuned to where you're always getting something new from level to level to play around with, with excellent tutorializing that makes sure you have the knowledge you need to play efficiently and work on mastering your kit.

Music and aesthetics are also fantastic, with every single level looking amazing compared to Doom 2016's mostly same-y color palette. This is probably Mick Gordon's best work too banging in the background, especially with its remixes of 2016's great hits and the final level keeping that blood pumping. Probably going to be listening to it long after I'm done replaying the game.

There are of course, some miscellaneous and weak components for a game so ambitious in its design and extremely accessible. The platforming serves as nice downtime to let your blood cool down, although some of it especially the swimming portions being kind of boring if not impeding on the nonstop joyride. Ideally I'd probably layer the mostly-and-intentionally-nonsensical codex-loaded story to be cutscenes between combat to give you downtime if you need it and allow them to be completely skippable, with some walking if out of dev time. Not that I don't appreciate some of the environments and sense of scale that you walk through, but one specific level i.e. Sentinel Prime seems almost like a weird pacebreaker that could've used way more over time development.

There's also some overtuning and balance issues in some places. The Marauder, while I can find him somewhat inoffensive, makes you play a different game. When you've killed all the rest of the heavies and he's the last one left, you play Sekiro and just time your shit to kill him. He's not an interesting enemy and I'd prefer better use of Archviles to force you into a "deal with this enemy while you fight the others" instead. Also some of the weak point exploits are too powerful, with Cacodemons especially taking one sticky or rocket to make them nothing. The bosses also ALL SUCK, and either need complete reworks or wayyyy more dev time to make them interesting and fun to fight. I give a pass to the Icon of Sin for being an amazing spectacle but even his fight is twice as long as it needed to be, serving as a bfg dump that's one phase too long.

Other combat issues: The BFG, Unmakyr, and Crucible are underdeveloped, although at least they're easily ignored. I can kinda get it with the BFG and Unmakyr, one's pretty much a get out of jail free card that requires no skill to use other than uhh don't hit a wall loser, and the other is a close range meltbox. I just wish the ammo was either one per level at MOST or in a different mode entirely (like a survival mode! they'd work like shmup bombs), because while they don't exactly make encounters entire jokes they do undercut the design by a significant margin. The crucible especially is probably the biggest disappointment. You have a whole level building up this sword that you craft over time, and all it does is IK for 3 pips, a get-this-heavy-off-me weapon with only one move. It could've been a way more fleshed out weapon with more utility and less breaking the game.

At the end of the day though I can't deny that this is not only the best fps game I've played but maybe even my all time favorite action game. These issues are something I can tolerate on my own, and the game gives free reign to fine tune a lot of the elements yourself. It's ridiculously accessible. I look forward to the dlc, and I think the rest of this year nay the decade has a lot to live up to after this. (10/10)

"You can't just shoot a hole into the surface of Mars!"

I don't need to tell you this. You already know. Doom Eternal is a badass game. One of the best first person shooters out there. There is so much variety and depth in the ways you deal with enemies and how you can use your tools, its almost like a puzzle game. But you're rarely forced to repeatedly fight with enemies the same specific way, the strategy is almost always up to you. This makes the combat feel very freeing and goes together well with how hectic it can get, fighting onslaught after onslaught of demons. The platforming is fun and fluid, the level design is amazing and the automap really incentivizes collecting things and exploring. The progression system is very well done and makes the game constantly feel rewarding. The cutscenes and dialogue are also very funny. Slayers actions and the way people react to him had me laughing constantly. Its just an awesome game all around.

My complaints are minor in the grand scheme of things. For one, as great as the music was, I could barely hear it for most fights. This might be a personal thing but I'm pretty sure I've had the problem with previous games. Having to turn down the sound effects so low to hear it was more distracting than anything. I also think the pacing of this could be a little better. Despite having so much fun in the beginning, I was definitely ready for it to be over by the end. I think it was probably just one level too long. My two final complaints don't effect my score or feelings on the game at all but I want to say them anyways. The trophy list is pretty terrible. I dont know why so many are focused on online mode. I did not bother to try it. And also, I'm really disappointed with how Mick Gordon was treated by higher ups while working on this. Its just pretty pathetic.

It has been quite a while since I played Doom 2016, so I don't really remember it much. But I thought it was good, not great. Doom Eternal really surprised me with how much I ended up enjoying it in comparison, and its definitely left me wanting to give 2016 another try. A few minor complaints hardly get in the way of how fun it is. If you haven't played this yet for some reason... stop procrastinating.

-----TLDR-----
+ fun varied gameplay
+ good level design
+ rewarding progression system
+ funny
- Could of been one or two levels shorter
- Couldn't really hear the music :(

Nancymeter - 91/100
Trophy Completion - 76%
Time Played - 17 hours
Completion #1 of May
Completion #90 of 2023

Doom

2016

A great modernization of Doom that aims to be a fun action game first and foremost.
I do prefer the exploration in the older games, and the combat here does get a bit repetitive towards the end, but this is still more then worthy of the Doom title.

Doom

2016

only fps game that i really liked to play for a 2nd time

This review contains spoilers

Echoes of the Eye seems kind of like a square peg, round hole situation, to be honest. They wanted to tell this story about owl matrix and a prisoner, but had to fit it into the confines of the game they had already designed, and I dont think it worked.

I need to get more objective distance from it, but letting it sit with me so far, I think I Intensely Dislike the DLC, which I feel has nearly none of the elements that I liked about the base game. I just kinda wish I could forget I ever played it, and not so that I could play it again fresh like I wish I could do with the rest of the game. The initial puzzle of figuring out what and where The Stranger is is fantastic and straight out of vanilla OW, as well as the first couple times around the track as you greedily explore the surface world. It’s incredibly atmospheric; even the dream world is full of great atmosphere. But unlike the base game, there’s zero substance to any of it. In the DLC for the archaeological simulator, you learn nothing about the people on The Stranger nor what they were about. Other than they’re spooky horror aliens that communicate entirely via homemade found footage horror movies and jack into a big VR simulation of an early 2010s Slenderman fangame that you need to scour to assemble a strategy guide for. The goal of the whole thing is to find three sacred cheat codes, all to release a dude who’ll play the theremin.

The biggest problem is that it feels like an entirely different game stapled on top of Outer Wilds. OW’s biggest strength is that all these disparate areas that operate according to their own rules are cohesively tied together by a common set of systems and mechanics that work everywhere. Except in the DLC area, where none of the tools from the base game do anything, not even your knowledge of how to move your character around because you spend hours of it outside your suit slowly walking around in the dark. Even your rumour board stays blank because there are no rumours to learn. One of those mechanics in the base game and a fantastic piece of design work are the quantum laws, which are so consistently applied in so many places that you can just organically pick them up via osmosis. There are a few places in there where they give an explicit lesson if you need a little help, but most people I’ve talked to seem to figure out and apply at least one of them on their own, and it makes you feel like a brain genius. Here, they super transparently try to recreate that with a set of rigid laws within such a confined scale that solutions feel arbitrary and are often found by repeatedly beating the same brick wall.

great remake for a game I didn't think needed a remake, but I guess I was wrong as now I want them to do dead space 2.