Добавить новость
Январь 2010 Февраль 2010 Март 2010 Апрель 2010 Май 2010
Июнь 2010
Июль 2010 Август 2010
Сентябрь 2010
Октябрь 2010
Ноябрь 2010
Декабрь 2010
Январь 2011
Февраль 2011 Март 2011 Апрель 2011 Май 2011 Июнь 2011 Июль 2011 Август 2011
Сентябрь 2011
Октябрь 2011 Ноябрь 2011 Декабрь 2011 Январь 2012 Февраль 2012 Март 2012 Апрель 2012 Май 2012 Июнь 2012 Июль 2012 Август 2012 Сентябрь 2012 Октябрь 2012 Ноябрь 2012 Декабрь 2012 Январь 2013 Февраль 2013 Март 2013 Апрель 2013 Май 2013 Июнь 2013 Июль 2013 Август 2013 Сентябрь 2013 Октябрь 2013 Ноябрь 2013 Декабрь 2013 Январь 2014 Февраль 2014
Март 2014
Апрель 2014 Май 2014 Июнь 2014 Июль 2014 Август 2014 Сентябрь 2014 Октябрь 2014 Ноябрь 2014 Декабрь 2014 Январь 2015 Февраль 2015 Март 2015 Апрель 2015 Май 2015 Июнь 2015 Июль 2015 Август 2015 Сентябрь 2015 Октябрь 2015 Ноябрь 2015 Декабрь 2015 Январь 2016 Февраль 2016 Март 2016 Апрель 2016 Май 2016 Июнь 2016 Июль 2016 Август 2016 Сентябрь 2016 Октябрь 2016 Ноябрь 2016 Декабрь 2016 Январь 2017 Февраль 2017 Март 2017 Апрель 2017 Май 2017
Июнь 2017
Июль 2017
Август 2017 Сентябрь 2017 Октябрь 2017 Ноябрь 2017 Декабрь 2017 Январь 2018 Февраль 2018 Март 2018 Апрель 2018 Май 2018 Июнь 2018 Июль 2018 Август 2018 Сентябрь 2018 Октябрь 2018 Ноябрь 2018 Декабрь 2018 Январь 2019
Февраль 2019
Март 2019 Апрель 2019 Май 2019 Июнь 2019 Июль 2019 Август 2019 Сентябрь 2019 Октябрь 2019 Ноябрь 2019 Декабрь 2019 Январь 2020
Февраль 2020
Март 2020 Апрель 2020 Май 2020 Июнь 2020 Июль 2020 Август 2020 Сентябрь 2020 Октябрь 2020 Ноябрь 2020 Декабрь 2020 Январь 2021 Февраль 2021 Март 2021 Апрель 2021 Май 2021 Июнь 2021 Июль 2021 Август 2021 Сентябрь 2021 Октябрь 2021 Ноябрь 2021 Декабрь 2021 Январь 2022 Февраль 2022 Март 2022 Апрель 2022 Май 2022 Июнь 2022 Июль 2022 Август 2022 Сентябрь 2022 Октябрь 2022 Ноябрь 2022 Декабрь 2022 Январь 2023 Февраль 2023 Март 2023 Апрель 2023 Май 2023 Июнь 2023 Июль 2023 Август 2023 Сентябрь 2023 Октябрь 2023 Ноябрь 2023 Декабрь 2023 Январь 2024 Февраль 2024 Март 2024 Апрель 2024 Май 2024 Июнь 2024 Июль 2024 Август 2024 Сентябрь 2024 Октябрь 2024 Ноябрь 2024 Декабрь 2024 Январь 2025 Февраль 2025 Март 2025 Апрель 2025 Май 2025 Июнь 2025 Июль 2025 Август 2025 Сентябрь 2025 Октябрь 2025 Ноябрь 2025 Декабрь 2025 Январь 2026 Февраль 2026 Март 2026 Апрель 2026
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
21
22
23
24
25
26
27
28
29
30
Game News |

After Doom Eternal's intense acrobatics, Doom: The Dark Ages will focus on simplified, ergonomic controls: 'You shouldn't be fighting the controls, you should be fighting the bad guys'

There are two key things to take away from Doom: The Dark Ages' showing at today's Xbox Developer Direct. The first: a release date. id Software's prequel story will be with us in just a few months, on May 15. The second: a mission statement. "In Doom Eternal, you felt like a fighter jet. In Doom: The Dark Ages, you'll be an iron tank," said game director Hugo Martin.

Since the 2016 reboot of Doom, players have been challenged to jump around arenas in a constant acrobatic showcase—always moving, often jumping, always cycling through a tool suite designed to replenish resources and keep you in the fight, constantly on the attack. In Doom Eternal this combat loop was taken to the extreme. For some this was a natural progression. For others it was all just a bit too much.

The Dark Ages, then, promises to be more grounded—not necessarily slower, but less reliant on acrobatics. In the showcase, id shouts out the original Doom games—throughout what's shown, the Doom Slayer is boots on the ground, circle-strafing to dodge projectiles with not a jump pad in sight.

The new Shield Saw is emblematic of this shift. It's a shield, letting you block, parry and deflect attacks, giving you scope to mitigate damage instead of being forced to avoid it. It's also a chainsaw that you can throw Captain America style at a pack of demons. "With your shield and the parrying capabilities, you kind of push forward into these combat encounters where you're getting mano a mano with a heavy demon—something badass," says executive producer Marty Stratton in a Q&A session with press ahead of the Developer Direct showcase. "It's launching attacks at you, you're parrying them away. It really does have this stand-and-fight, melee, use your guns as additional ways to burn him down. And then you push forward to the next one … It feels totally fresh and new."

It quickly becomes clear that the new pace represents a major shift for how the modern Doom series plays. During the Q&A, game director Hugo Martin highlights "responsive and ergonomic" controls as being one of the core pillars of The Dark Ages' design. The Shield Saw, for instance, is a contextual tool—its actions stemming "all from one input."

"The buttons that are critical to me as a player when you play Doom: The Dark Ages are buttons that I'm familiar with, that my fingers happen to be on," says Martin. "When people get stressed, they tend to squeeze the controller. That's usually when a demon is pressuring them and is close to them. Well when you squeeze the controller—mouse and keyboard is obviously separate—you're going to press down on the right thumbstick. Well that's a critical part of your arsenal: the melee. The left trigger is something that's very familiar with people, and that's where all the shield play is on. And obviously the trigger for the guns, the right trigger. These are buttons and inputs that are really familiar to people. We focused on those this time, just so you could master the control scheme faster and we can ask more of you sooner."

And look, I'll admit this has me worried. I am a 40-year-old PC gamer. I was raised in the fires of keyboard elitism—every possible action having its place, each game requiring new muscle memory to develop. I am never happier than when I get to press Q to lean left. And so a major combat tool—one that can parry, block and attack—being entirely triggered through a single button press feels like a major limitation. In the heat of the moment, as the demons are pushing in, will the game always correctly interpret what I meant to do when I press that button?

If Doom Eternal pushed the speed and acrobatics to the point of being too intense for some players, is The Dark Ages swinging too far in the other direction?

(Image credit: id Software)

id's pretty emphatic that the game is still true to Doom's essence. When asked if the heavier focus on accessibility will take away from the Doom experience, Martin gives an emphatic "No."

"'Accessible' taken the wrong way means 'easy', says Martin. "Challenge matters in games and it's a part of engagement. But it's really about making it simplified. Every great product is simple and easy to use, and that allows the user to do more with it. I use this analogy: in the '90s they had MP3 players and they were really complex looking … everything looked like it was out of the Nebuchadnezzar from the Matrix and they were really cool. And then Steve Jobs made the iPod and it was just a box with a circle on it. But no one could say it wasn't smart and intelligent and had a tremendous amount of depth—in fact it had more depth. Because as we simplify the control schemes everything gets easier to use and I can ask more of you.

(Image credit: id Software)

"If you have too many buttons to press then I can't really press you as the designer because you're searching for the right button to hit. But if I streamline things—and I have fewer strings on the guitar and it's a truly ergonomic control scheme that's intuitive to the player, then we can ask a lot of you. Accessibility is about streamlining the experience and making it more ergonomic and really just simplifying it for the player … You shouldn't be fighting the controls, you should be fighting the bad guys."

It's not a mentality I particularly agree with, but it's still one that could work out in The Dark Age's favour. The crucial part here is id Software nailing this idea that a more simplified control scheme can give them the scope to ask more of the player elsewhere. It's the biggest unknown for me in a showcase that, otherwise, feels like some classic Doom bombast. The look, the sound, the cacophony of the weapons all scratches a very specific itch that the series consistently nails—this time with an appropriately medieval twist. Martin compares the new arsenal of weapons to "torture devices" as a direct response to this game's theme. Shout out to the Rail Spike, finally giving Doom a way to pin enemies to walls. It all looks and sounds appropriately brutal; appropriately metal. Everything on show here screams Doom.

The levels are bigger too, incorporating more sandbox environments. id stresses that it's not an open world game and remains a linear shooter, but within the larger environments you'll be able to head off in different directions to hunt down loads of secrets and things to power up the Doom Slayer. Stratton calls the environments "a dramatic expansion for our worlds"—and there are some clear big setpiece moments thanks to the addition of a giant mech you can pilot and a dragon you can fly around on. The vibes are on point.

Image 1 of 4

(Image credit: id Software)
Image 2 of 4

(Image credit: id Software)
Image 3 of 4

(Image credit: id Software)
Image 4 of 4

(Image credit: id Software)

Even the rhythm of the action does look appealing. There's a nice heft to the parries and deflections—you can tell it's going to feel good to engage in that combat loop. The Dark Ages is also modifying glory kills, replacing the locked-in-place animations with something more natural and in-the-moment, which is a sensible choice for a game that focuses more on strafing and ground positioning.

So while I do have some doubts and concerns, they're not quite enough to dampen my excitement. id Software has proven itself already with the Doom series—the 2016 game is up there alongside some of my favourite shooters. But the idea of a three-button core combat loop does feel restrictive—it'll be crucial for id to nail the challenge elsewhere, through enemy ability design and combat density. For now, I'm remaining cautiously optimistic the gambit will pay off.



Читайте также

This hugely impressive Minecraft mod lets you build all manner of functioning vehicles, including planes, combine harvesters, and even airships

Space-obsessed Pragmata actor was so wary of breaking embargo that he refused to post about Artemis 2: 'I know so much about the f**king moon'

The sequel to flying city-builder Airborne Kingdom just hit 1.0 with a huge update and a 50% discount




Game24.pro — паблик игровых новостей в календарном формате на основе технологичной новостной информационно-поисковой системы с элементами искусственного интеллекта, гео-отбора и возможностью мгновенной публикации авторского контента в режиме Free Public. Game24.pro — ваши Game News сегодня и сейчас в Вашем городе.

Опубликовать свою новость, реплику, комментарий, анонс и т.д. можно мгновенно — здесь.