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The Ancient Gods 2 - Trailers, Leaks, and New Info


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To be honest, how bad the ending may be, I think it is justified since the demons no longer exist outside Hell and Doomguy's job is complete for now. Especially since he haven't slept for years.

 

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7 minutes ago, Cacodemon345 said:
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To be honest, how bad the ending may be, I think it is justified since the demons no longer exist outside Hell and Doomguy's job is complete for now. Especially since he haven't slept for years.

 

 

Yes, so why he can't just chill in his space castle with his books, guns, gaming PC, ripatorium etc. 

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Agreed. Please group your uploads together into 1 thread. 

 

Can a mod take care of this?

 

Edit: Thank you to the mod that took care of this :-)

Edited by Rytrik
Thanking the mods

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Just finished it and still trying to collect my thoughts, may edit this post later after some afterthought.  The very first word that comes to mind with this DLC is "rushed," even down to the Codex's.  It seemed like a lot of the good parts of the DLC (such as reclaimed Earth) were over in the blink of an eye while the bad parts seemed to drag out a tad. 

 

Overall it wasn't bad, but there was definitely some missed potential of which I may extrapolate on later.

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Uhhh, does anybody notice anything off about the enemy spawns at the beginning of TAG1 now? After finishing the latest update and downloading TAG2, I booted up TAG1 on Nightmare, which is what I usually play on, and there's no Hellknights or Barons in the very first fight, on the outer two decks of the oil rig. Am I missing something?

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So i've played the first Level now.
I had more Fun with it than with the first Part of the DLC.

The Fights did not feel exhausting like they did in the first one, but i am only in the first Level, lets see if it changes in the second one.
(And really, i mean it, the first DLC was more Exhausting than Hard in my Opinion, even if i liked most of the new Monsters).
I like the Sonic Imps, liked the Fight with the Ghost and the armored Baron is also ok.
I also liked that there were Situations with many Trash Mobs were i could just blast them down, was a classic Doom Feeling.

I still don't like the Piñata Demon.
 

 

Edit:

 

If it stays that way, than the first DLC is Plutonia and the second Evilution.

 

The Main Game felt way more polished than the first DLC.

Lets see how this now works out.

Edited by Azuris

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Spoilers for the ending and final boss fight:

Spoiler

The Dark Lord really was a bullet sponge marauder lmao he didn't even get a second phase outside the armor, just the same shit the whole fight. And Doomguy's big reward for saving existence is getting stuck in a box again? The fuck? Really anticlimactic fight and shitty ending to boot.

Edited by Duskztar

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1 hour ago, Caffeine Freak said:

Uhhh, does anybody notice anything off about the enemy spawns at the beginning of TAG1 now? After finishing the latest update and downloading TAG2, I booted up TAG1 on Nightmare, which is what I usually play on, and there's no Hellknights or Barons in the very first fight, on the outer two decks of the oil rig. Am I missing something?

 

Yep, they made some changes to TAG1 it seems. Fewer Super Heavies / Heavies in some fights. Turrets don't seem to hide after taking damage once. The first fight after the facility goes on fire replaced the Overdrive with Onslaught. There's probably more changes.

 

Also, the Holt Slayer Gate key doesn't seem to spawn for me. At least on a saved file, maybe the new ones generate the key for the updated Holt Slayer Gate?

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Check out this quick and easy way to delete the Marauder in DOOM Eternal The Ancient Gods - Part Two.

 

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Take a look at this hilarious few funny moments from our DOOM Eternal The Ancient Gods Part Two gameplay.

 

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24 minutes ago, Duskztar said:

Spoilers for the ending and final boss fight:

  Reveal hidden contents

The Dark Lord really was a bullet sponge marauder lmao he didn't even get a second phase outside the armor, just the same shit the whole fight. And Doomguy's big reward for saving existence is getting stuck in a box again? The fuck? Really anticlimactic fight and shitty ending to boot.

 

Honestly we are just too small brains to comprehend Hugo's godlike writing skills.

 

Seriously, to sum up all new dooms: gameplay, most game mechanics, shooting itself, graphics, Mick Gordon's music, animations, optimization, badass cutscenes absolutely top notch 10/10 cutting edge of fps gaming.

 

But the lore is poorly made to say the least, I don't care about the story but even I was disappointed by TAG2 ending.

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Could you please put your videos inside the thread the mods combined for you instead of starting a new thread for every new video?

 

Could a mod please take care of this new thread & the other new thread FN'SG made a moment ago?

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Spoiler

I went in cold turkey on Nightmare! and it felt a lot more relaxed than what DLC1 was. Even the fights on Immora were a lot easier. I have to say I have mixed feelings about the Dark Lord. I suppose it could have been more enjoyable on UV than on Nightmare. It took me well over an hour to get through it. And the 1st phase definitely had me disappointed bcs it was a bit too much like a large Marauder. They should have left the dogs out of it. After I figured how to damage him properly, and got to the 2nd phase it was a lot of fun and felt creative, but quickly got a bit repetitive in later phases. And the last two phases were a pain and took me the longest to complete, but at least I really learned to include the Hammer in my meta. I would have like the fodder to walk around the arena instead of just standing near the edges.

 

I really enjoyed the maps and they were very nicely designed and the beginning of Immora somehow reminded me a lot of the beginning of Wolfenstein: The New Order. I'm definitely going to play it again, and they could imo have had a bit more challenge in the maps compared to the boss, which now felt a bit overwhelming at times and too repetitive bcs on how aggressively it was recovering health back up to 100%. One mistake and boom, almost back to full lol.

 

Definitely doable on Ultra-Nightmare just when learning the loop on the boss. I do hope they haven't nerfed DLC1 too much because it really hit the sweet spot for me on UN.

 

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55 minutes ago, Duskztar said:

Spoilers for the ending and final boss fight:

  Hide contents

The Dark Lord really was a bullet sponge marauder lmao he didn't even get a second phase outside the armor, just the same shit the whole fight. And Doomguy's big reward for saving existence is getting stuck in a box again? The fuck? Really anticlimactic fight and shitty ending to boot.

 

Well, than they can pull him out whenever they need him :P

 

Maybe Humanity will face another Foe, called Stroggs and they will search for the Doom Guy to handle this :>

 

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I think the story would have been a lot better if things had been less thoroughly explained and more aspects had been left to imagination.

 

As it stands, I think the Doom series is more or less conclusively done.

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17 minutes ago, Mordeth said:

@FNSG Please put your videos in the same thread instead of posting new threads all over.

will do...sorry for trouble...been playing recording editing rendering for quite some time now...loosing my mind slightly

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11 hours ago, igg said:

Agree. Nekravol and Necropolis are much better hell representations. Maybe even better than the ones of Classic Doom. 

They're more graphically evolved but there's still some features in OG Hell that i think are always special.

Like the unique and diverse elements/themes that even reflect on enemy designs, so your SKINTEK textures fit nicely with Cyberdemons and so on.

That variety could also make Hell like an abstract or shape shifting world and even plays a role in custom content inspiration.

Not even Doom 3 took advantage of that.


I might change my thoughts or bring up something i forgot but:

Spoiler

 

* The hammer is alright, even if it feels more like a tool than a weapon and i'm somewhat mixed by the stars but that effect but the "car lights" HUD i don't mind.

* Escalation encounters were a nice take on the gore nests.

* Doomguy going back to his tomb is somewhat poetic, i guess. although i wonder if any other Doom content will have to be a prequel, somehow justify Hell coming back or a reboot/reiternation, just because "lore in doom isn't always a thing, sometimes story creates limitations etc etc".

* The Cursed Prowlers have a poison mechanic i always wanted to see added and killing them to stop the curse is a smart way to justify it, even if the prevention on dash isn't needed (i wish they pulled off an actual purple goo enemy at that point). much like Stone imps being more like rocky, i thought Crused Prowlers could have had mushroom or fungus stuff on them to be less recolor-y

* Same for Screechers if they have like a cage on their head and chains, i guess.

* The Cha- uh RIOT soldiers were pretty much that.

* Armored barons were somewhat interesting, reusing the Gladiator's Castlevania-like whip attack and even being able to recover their armor.

* The Hell Troopers (A reuse of both a 2016 MP skin and Reaper) were conceptually interesting but they had no much to them besides no glory kills or something. like they were a last minute addition and i'm pretty sure their Reaper is working differently from its 2016 MP debut. also, they just... die.

* I still wish the cross ships were enemies, even if downscaled.

* Immora as a concept is weird because i like that Hell has their own tech (whether or not it fits the classic Doom lore, something that the Intern may not be aware of) but the idea of a civilization of immortal people feels like a weird layer of depth for a place that is supposed to be Hell. then again, if Heaven is Urdak....

* The battle in the level looked cool, even if the Titan and mech thing can be easy to miss.

* I liked how the World Spear has that eye texture/decoration/pattern. it reminds me of ophanim angel types and feels like something that could fit Heaven. That whole area in general is weirdly interesting.

* I'm surprised the Meathook objects/targets aren't something "fleshy" because of the name. (i liked that Immora one with the skull going around)

* The Sentinel locations were interesting.

* Earth locations were alright too, even if they were an excuse to have a Plutonia-esque reference in modern Doom. (i also like the podium we have, it's something that fits Earth more than that UAC/Gore Nest one)

* The Barbarian skin is funny.

* The Dark Lord as a boss fight isn't the "PVP" type we expect, because i assume that needs a proper level for it. at least he can heal himself.

* I still find it weird that Doomguy has black hair and he looks kinda "wide".

* Not sure how to feel about the "DL is the true god and wants to do revenge" as opposed to just being evil because.

* Even the Quake 1 expansions made me think the Sentinel as a whole could fit that series, because to me, they're still a very fresh addition to the "world of Doom".

* The new menu theme sounds neat but i hope it doesn't replace the Icon of Sin remake by Mick Gordon. besides the drama with that whole situation, it also feels like history revisionism. another reason to have a jukebox feature in the game.

* To me, the thing about story in Doom is not even "How much of it/is it getting in the way" but rather the actual direction and execution, even if i'm just bringing up how wads/mods "expanded" the setting. even FIREBLU jokes sort of show how some fans can go too far with caring about the setting on a level most people don't.

* It's also weird to think of this as an "end of a journey" sort of thing, even if this really didn't need to be some fanservice thing full of throwbacks and references or something akin to MGS4.

* In general, these being expansions made under year 1 of a season pass probably didn't help. i also assume the controversy behind the OST had something to do with the CE stuff.

 

 

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8 hours ago, CacoXplainn said:

Happy to see that Andrew is still composing for the DLCs! I loved his work in Ancient Gods 1 and IDKFA, can't wait to hear the rest of his tracks in Part 2!

I believe the score was a collaboration between Andrew Hulshult and David Levy.

Edited by Rudolph

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25 minutes ago, Rudolph said:

I believe the score was a collaboration between Andrew Hulshult and David Levy.

 

It was at least David Levy. Not sure whether Andrew was involved.

 

 

Screenshot 2021-03-18 14.04.20.png

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DOOM Eternal: The Ancient Gods - Part Two | Immora

Join us as we battle through Immora, the 3rd level of Doom Eternal The Ancient Gods Part Two.

 

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DOOM Eternal: The Ancient Gods - Part Two | The Dark Lord

The Dark Lord is the final mission of DOOM Eternal Ancient Gods 2 single-player campaign where Doomguy meets The Dark Lord for the Final Boss Fight. #DOOMEternal #AncientGods2 #FinalBossFight

 

 

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  • 2 weeks later...

I've only watched the trailer. The lore is starting to get silly, but it's great for merchandising. I've been putting off reading about it. Especially some raging butthurt. Er um, I mean well constructed rational feedback concerning gameplay. Suppose I should give it a spin. 

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