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RaikohZX

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  1. Honestly, if something like this existed in 1994, it would've defined itself among the best of the ports alongside the Playstation and Jaguar, and had a leg up on the Jaguar one at that with the music. This is seriously awesome stuff I'm seeing.
  2. Kinda wish certain things like the explosion sprites were replaced with those neat gradient effects when you're running Quake 64 add-on, even if mostly just as a few slightly-transparent frames to simulate the authenticity more, and that you could do something like split-screen co-op on it or bring its deathmatch map takes in on the fun; trying to run that seems to jump to the default maps instead. But that's just wishing for things that aren't really that important and would be more novelty compared to the whole main package. Sure there's bugs and kinks to work out, but having an official port this good after all these years still can't be denied. Great job to all those involved.
  3. Technically speaking Metro Exodus Enhanced Edition pulls off full raytracing on a fancy triple-A game, so it's not like it's impossible for this stuff. Most studios just want to push a constrained amount of it for NVIDIA sponsorship I presume, or so it doesn't get in the way of the rest of the game. It'd be a lot of work to give Doom Eternal's lighting a complete overhaul just for raytracing, when the entire point of the update was moreso for the Xbox Series and Playstation 5's sakes.
  4. I am a bit disappointed that it's reflections only, and inconsistent at that. Doom Hunter Base is filled with wetter and shinier parts, and then right next to that are more matte surfaces that reflect absolutely nothing but generic point lights that an RTX reflection will show doesn't even exist. Even the wet and nasty Super Gore Nest is filled with "this is super reflective" and "this doesn't reflect anything at all". I honestly think the game would've benefited from a larger suite of RTX like enhanced lighting and so forth, but just this by itself is kinda.. eh? It supplements the visuals and that's just about it. I've already played the game plenty of times, not exactly a big reason to dive back on in.
  5. The hammer bothers me very much not just because it bends the game over its knee, but also because there's nothing for it prior. You start the DLC and there's no goal of getting the hammer, Valen's ghost magic stuff lets him just hand it off, and unlike the main campaign's Crucible where there's build-up to getting it step by step before you forge and then try it out, it's entirely incidental. If the Slayer got the Crucible sword handed off like it was just another weapon pickup with next to no fanfare I'm sure people would've found that strange.
  6. I mean, he's still a guy that killed armies of demons for unknown amounts of time before becoming the Slayer, and if we take Episode 1 from the original game as him dying at the end, even death won't keep him down properly. Plus Slayer is mostly a title for his Sentinel work, the title wouldn't just disappear because of the Dark Lord. If he lost the powers then he can't absorb Argent from his slain foes anymore, but that doesn't magically render his interactions and history moot.
  7. It kind of almost completely invalidates the whole first two levels of the DLC if everyone else could casually warp in after the Slayer had to jump through those hurdles.
  8. One big problem they have is being the ambush enemy type. There's not even a sound cue or a unique audio for them, no way to know one's in the area until you've already encountered it or played things before. It exists almost entirely to be a "Gotcha!" moment (no, not to Doom II) on your first playthrough and a UN run ender, because there's only like three of the damn things in the campaign, and if you can catch it before it hits you it dies just as easily as any regular Prowler. It's one thing to be surprise-slapped by a teleporting jerk without even seeing him first, it's another when their slaps turn your legs into jello and require a strong slap back after they already teleported away. Maybe you can't just remove them now that they're here, but if they never existed in the first place they wouldn't really leave some gaping hole in TAG2's pacing or design.
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