Maybe something more could be done with the weapons too.being able to hold an offhand or having special altfires.but I could see that one bogging down the simplicity of the game without adding too much to the experience. Those early robot sentinels fire constantly enough that it's extremely difficult to cross them up, but timing a kick to create an opening could add an extra layer of challenge. For example, the lack of jumping and crouching was an obvious limiter to force the player to deal with projectiles on the same plane, but I've always hoped to see more FPS titles that take more advantage of jumping and sliding with attack patterns that encourage it.Īlternatively, using the kick as a reflector - or even absorber - for projectiles could create a number of interesting options for the player. Source Port : GZDoom 4.8.2 Single Player : Yes Cooperative 2-8 Player : Yes Deathmatch 2-8 Player : No Difficulty Settings : Yes New Sounds : Yes New Music : Yes New Graphics : Yes Construction Base : E2M3 of Doom Build Time : v1.0 - 21 months (from November 2010 till August 2012) v2. Simplicity was definitely leveraged here for a more arcadey action experience, but I do hope you expand on the mechanics at play in future episodes/installments. Short for 10 levels, but punchy and action-packed.
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