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Hugo Martin: Doom Eternal's devastating demon system makes such an impact 2016's Doom is now "difficult to play"



Among the many hard metal moments in Doom Evig reveal at QuakeCon this week was a look at the new system's creative director Hugo Martin, called "Destroying demons". This feature means that when shooting, slashing, killing, kicking or otherwise damaging demons, you will see it in the decomposition of their bodies. Arms and legs can be blown away, and armor can be peeled away.

The effect of this new devastating demons system is that Martin told me that he finds it difficult to play the 2016 Doom.

"It's cosmetic, it's purely visual flair, but it also has game implications for side-huge impact on the feel of the game," he said. "So much so when you play Doom 201

6 and it's not there, it's very hard to play it."

"Because that's the case, now I'm used to pulling out my [heavy assault rifle] and shooting the giant fat fat cube and only power him and put him to a body before he dies. He looks like a zombie comes on me. And then in [Doom 2016] you can only shoot him to high skies and nothing happens, you know, because it's like any other video game. We feel it has such an influence on the force of the weapon, the power of the player, it feels fantastic. "

As far as the" playing effect "Martin mentioned, the destruction of demons is not limited only to their flesh and bones. With the greetings of Doom Eternal in early development, and this system may change before the release, Martin used a few demons as examples of how the destruction of some of them can actually change their behavior. As for the mankubus, for example, you might be able to disable his primary weapon during a battle.

He would still be able to attack and things like that, but that you would change the effectiveness of his attack, Martin said.

The Arachnotron's primary weapon, the gun tower at the back, can also be targeted specifically by the players. "So if you focus on it, get a sticky bomb on it, blow it off, would you eliminate one of his primary attacks.

"He does not have his most important task anymore, then he had to start relying on his secondary attack, as in the case of the arachnutron he has missiles, they are like these little grenades as he comes out of these little spaces on his side He has a pretty good melee swipe so he is able to do some pretty cool things. We think things are very strong. We want AI, certain chess pieces will order your attention, do you know what I mean? And ask a little about you as a player. "

Some demons will not work that way.

" It's not a difficult and fast rule for us that every tongue, for example, needs a piece for him that you can blow off to influence his attack, says Martin. "It's mostly if the opportunity presents itself and it feels intuitive. We do not want to crawl it. It's as if Pinky is a good touchstone by seeing his armor from the front, he looks soft and fleshy back and you want the player to have the amazing moment of, like, "I think I could wound him from my back." Oh great! It's a lot easier. "And in the case of the arachnutron, it has this big gun tower on the back, so [it] makes sense: "I could blow anything else, can I shoot it off? Oh yeah I can, sweet! I guess he can not shoot that gun anymore. & # 39;

Doom Eternal comes in 2019. Take a look at the rest of our coverage of QuakeCon here.


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