4 ms·
I've only played the demo so far, but I like that the first thing we learn about Doomguy is that he has no patience for questgivers. When you pick up your armor
by PhasmaFelis 10y ago
I've only played the demo so far, but I like that the first thing we learn about Doomguy is that he has no patience for questgivers. When you pick up your armor in the second room, a comm screen comes on and says "Hello. I'm Dr. [whatever], the director of this facility, and I think that we can work together for our mutual benefit--" Then Doomguy rips the comm screen off its mount, throws it against a wall, and moves on.
I also like that, as you say, it doesn't matter why glory-killing demons buffs you, but some valiant writer explained it anyway. (The database entry for the armor says that it's shot through with channels that absorb and repurpose demonic energy, or something.) I really appreciate it when someone actually takes the time to justify game mechanics like that; it helps with the whole suspension-of-disbelief thing for me.
- firebones 10y agoI haven't played the new Doom yet, but having recently watched the sequel to "Indie Game: The Movie", is the destruction of the comm screen related to the hate in the movie of current games starting out with so much hand-holding and obligatory tutorials that break the immersion and thwart the joy of discovery? If so, gotta love the commentary...
- overcast 10y agoWhat's the sequel to Indie Game?
- firebones 10y ago"Indie Game: Life After" http://www.imdb.com/title/tt5998218/ http://www.imdb.com/title/tt5998218/ Currently on Netflix. I liked this one a lot--it was much more reflective, and a lot of it was really an examination of how social media and gaming culture affect the creators both negatively and positively. For instance, rather than just touch on the soundbite part of Phil Fish flippantly saying "Japanese games just suck!" in a panel discussion, they pull back and show a much more thoughtful response from Jonathan Blow on the differences between versions of Zelda, and how now games feel obligated to hold your hands, remove discovery, keep you on the rails. Similarly, how criticism affected Edmund McMillen, creator of Super Meat Boy. The best parts, though, are the more atmospheric elements: the workstations and tools, the thought processes behind game mechanics, and the deeper themes and commentary built into games. The original "Indie Game" was much more of a linear storyline following the developers, and this one isn't like that.
- overcast 10y agoJust got done watching this, it was painful. Embarrassing behavior by a lot of them, during that Zelda talk scene.Seriously around 15 minutes, of drawn out scenes, with Edmund ranting? Felt like all of the stuff left on the cutting room floor, slapped together to cash in on the success of the first one. Which I thoroughly enjoyed. To each their own I guess.