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📜Of course, we have to give credit and praise to 𝐢𝐝 𝐬𝐨𝐟𝐭𝐰𝐚𝐫𝐞 for experimenting in the series, not all studios dare to do this,
Also thanks for keeping the 𝐄𝐭𝐞𝐫𝐧𝐚𝐥`s fast pace, this is actually their first Doom, where they added a running on shift! Finally (but removed dashes)
And, of course, now the arenas really lack verticality, large-scale battlefields are more reminiscent of the fourth "Serious Sam", there are a lot of enemies, but the environment is almost not used, even the medieval walls-stakes placed everywhere are useless.. well, they only added a little bit of destructible objects, which also don`t really affect the gameplay (most likely, they are only needed to visually show what a cool "tank" we are),
But running from one end of the map to the other to open secret doors has become more "stuffy" (or looking for 4 statues, the destruction of which opens access to the trial), in general, open spaces haven't worked since Doom II, but at least they added holographic pointers to the keys, if you follow the plot there will be no problems with orientation, even mini-puzzles were simplified - throw a saw, go through, take out a saw,
Still, Dark Ages failed to find the necessary balance of simplicity/challenge for me, adding an undeniably cool, but too much ultimate shield, which is now a chainsaw, and a hook, and a replacement for grenades, and a boomerang, and yes, it has a limited scale of damage that it can take,
but if you move a little, constantly alternate raising the shield (there is no "cooldown" for this) with punches, or regular shooting, then, at least on the normal difficulty level, everything turns into a dull 𝐦𝐢𝐧𝐝𝐥𝐞𝐬𝐬 𝐜𝐥𝐢𝐜𝐤𝐢𝐧𝐠 𝐰𝐢𝐭𝐡 𝟐-𝟑 𝐛𝐮𝐭𝐭𝐨𝐧𝐬, and regular enemies bosses no one can defeat you (right mouse button (shield) + E (punch), shoot, then again right, E, shoot, right E shoot), and this is probably the key problem for me, I'm not saying that the new Doom should be about platforming, like "Eternal", but there was clearly more gameplay there, the game forced you to move around the entire map, creating a small revolution in the shooter genre, just remember how many retro boomer shooters copied it later.. and Dark Ages allows you to simply press 1 button, this is sad.
Although there are also positive aspects of the new formula, combining both Doom 2016 and 2020, for example, if you were annoyed by the timings in "Eternal", especially on bosses whose life was restored if you dared to shoot at them a second later than the moment of stunning, then there is no such thing here, how much life was taken away, so much was taken away, again, on average - "Hurt me plenty", all parries are ultra simple, laser beams slowly float to you, like a gentleman waiting for you to throw them back at the enemies, of course, the damage from a successful parry affects nearby enemies, and combinations are built on this. But DA has new mini-bosses, protected by an invulnerable shield until you clear the entire map of small mobs, which can also be annoying. Also, the degree of necessity of "Glory kills" - finishing moves has been reduced, because there are many more bullets in the magazine, and there are new types of dummies - shielders, which stand in a row, allowing you to take their armor with one shield throw
And modifiers (change of attachments) have been replaced with 2 different weapons of the same class with a quick change button on the letter F, for example, there is a "skull crusher" that releases small skulls and large ones, these are 2 different weapons, but personally I didn`t use this button at all, since here, according to the boomer-shooter classics, any gun is equally effective "shoot with what you like" .. except for the plasma gun, by the way, for some reason they made it have a wild recoil why, it's not very powerful, other weapons don't have any downsides.
And, accordingly, now there are no mobs that need to be killed only with certain equipment, but personally this did not irritate me much in Eternal, since the combat dynamics were well-developed there, but stop.. I'm lying.. In Dark Ages, there are armored plates on enemies that are broken by a burst of bullets to "heat" them up, and then they are broken exclusively by throwing a shield.
Of course, I can't describe every little thing that was changed, but I'll try: For example, Extra lifes are now limited to 3 uses per level, and their use must be confirmed before death, and a furious fist can be used 4 times in a row on 1 enemy (and other mobs can interrupt the combo), and there is automatic damage to enemies in the radius of your landing from a great height, the HUD seems to have become more pleasant. Well, large first aid kits in "Dark Ages" give only 25 lives, for me it's too little, it would be better if the shield was properly balanced. The upgrading system was simplified to a minimum, also 3 different currencies, for which you just slightly improve the damage or duration of the action, but instead of a fist you can choose a mace, or a sword with its own leveling branch. By the way, according to the plot, this is like another universe or planet, where a medieval setting is combined with high technology, and not just some century BC, as you might think, altough.. I'd like to see the Doomslayer fight demonic dinosaurs. The plot is flat as usual, they are trying to make their own "Warhammer", but it doesn't work out very well, fortunately there are not so many cutscenes (the only funny moment is that people see Doomslayer as a threat, they constantly whisper, and even on the radio the mission leader talks about us in the 3rd person, as if we were an object).
That is, 𝐃𝐚𝐫𝐤 𝐀𝐠𝐞𝐬 for me is a very paradoxical part, it seems there are fewer instructions, and more freedom, but in general the gameplay is less variable. But I always complained about the art design of the new Dooms, and now I was at least conceptually curious to look at the new arsenal, concocted from ancient metals, stakes, and balls, although again, except for the "skull feeder", I didn't particularly like any of the designs, the same with the new enemies, I'm not even sure that any new mobs were added, except for the reskins, I don't remember these monotonous demons that much.
By the way, according to the plot, this is like another universe or planet, where a medieval setting is combined with high technology, and not just some century BC, as you might think, altough.. I'd like to see the Doomslayer fight demonic dinosaurs. The plot is flat as usual, they are trying to make their own "Warhammer", but it doesn't work out very well, fortunately there are not so many cutscenes (the only funny moment is that people see Doomslayer as a threat, they constantly whisper, and even on the radio the mission leader talks about us in the 3rd person, as if we were an object).
+ This time they decided to dilute the gameplay with "rides" on dragons and mechs, which will probably please fans of 𝐏𝐚𝐧𝐳𝐞𝐫 𝐃𝐫𝐚𝐠𝐨𝐨𝐧, or 𝐒𝐭𝐚𝐫 𝗪𝐚𝐫𝐬: 𝐁𝐚𝐭𝐭𝐥𝐞𝐟𝐫𝐨𝐧𝐭 (since you can land inside enemy frigates), but the gameplay in these moments is completely shrunk, literally only parries remain, that is, an analogue of qte, and the dodge is transferred from the mouse to the space bar, you've been clicking your mouse to parry for hours now, and to put it simply, it's very confusing, there is even a moment with a turret, and it is also completely scripted with 1 button and does not give any freedom of action. In short, all this can be cut out or replaced with cutscenes and nothing will change.
p.s. A very strange situation with optimization, in fact, the game uses the id Tech engine that was used in 𝐈𝐧𝐝𝐢𝐚𝐧𝐚 𝐉𝐨𝐧𝐞𝐬 𝐚𝐧𝐝 𝐭𝐡𝐞 𝐆𝐫𝐞𝐚𝐭 𝐂𝐢𝐫𝐜𝐥𝐞, yes, here is version 8, and there is the 7th, but in Indiana I had 60+ fps on any settings, here I did not notice any special differences from Doom Eternal, well, maybe there were more effects, loading faster, that's all, while if you do not turn on DLSS, , I could not achieve more than 30 fps on RTX 3060 with 12gb.. ah, the game also required to install the latest driver before launching, this is already a warning sign, it's funny that Windows stopped launching on it, I had to roll it back, although there are changes only for the 50th series.
p.p.s. But I'm still happy for the Game Pass, that something so hyped and big is in it on the first day, although for rich the game was released with early access on May 13.
😊 𝗦𝘂𝗯 𝘁𝗼 𝗺𝘆 𝗦𝘁𝗲𝗮𝗺`𝘀 𝗖𝘂𝗿𝗮𝘁𝗼𝗿`𝘀 𝗽𝗮𝗴𝗲: https://store.steampowered.com/curator/41977550
//
Конечно, нужно отдать должное, и похвалить 𝐢𝐝 𝐬𝐨𝐟𝐭𝐰𝐚𝐫𝐞 за эксперименты в серии, на это решаются далеко не все студии,
Также спасибо за сохранения бодрого темпа 𝐄𝐭𝐞𝐫𝐧𝐚𝐥, это вообще получается первый ихний Дум, где добавили полноценный бег на shift! Наконец-то, блин (но убрали "дэши")
И, конечно, теперь на аренах очень сильно не хватает вертикальности, масштабные поля битвы скорее напоминают четвёртого "Сериус Сэма", врагов много, но окружение почти не используется, даже средневековые стены-колья, расставленные везде, бесполезные.. ну только чуть чуть разрушаемых предметов добавили, которые также не особо влияют на геймплей (скорее только нужны чтобы визуально показать какой мы крутой "танк"),
А вот бегать с 1 конца карты на другую для открытия секретных дверей стало более душно (или искать 4 статуи, разрушение которых открывает доступ к испытанию), вообще серии ещё с Doom II не идут слишком открытые пространства, но хотя-бы добавили голографические указатели к ключам, если идти по сюжету, то в целом проблем с ориентировкой не возникет, даже мини-пазлы упростили - кинь пилу, пройди, вынь пилу,
Но всё же Dark Ages по мне не смогла нащупать необходимый баланс простоты/челленджа, добавив бесспорно крутой, но чересчур ультимативный щит, который теперь и бензопила, и крюк, и замена гранат, и бумеранга, и да, у него есть ограниченная шкала урона, которую он может на себя принять, но если вы будете немного двигаться, постоянно чередовать поднятие щита (на это нет никакого "кулдауна") с ударами кулаками, или обычной стрельбой, то, по крайней мере, на нормальном уровне сложности, всё превращается в унылое бездумное закликивание обычных врагов/боссов всех подряд 2 кнопками (правая кнопка мыши щита + E (удар), выстрел, потом опять правая, Е, выстрел, правая E выстрел), и это, наверное, ключевая проблема для меня, я не говорю, что новый Дум должен быть про платформинг, как "Этернал", но там явно было больше геймплея, там игра заставляла двигаться по всей карте, создав небольшую революцию в жанре шутеров, просто вспомните сколько ретро-бумер-шутеров потом это копировали.
Хотя есть и положительные моменты новой формулы, совмещающий в себе и Дум 2016 и 2020 года, например, если вас бесили тайминги, особенно на боссах, жизнь которых восстанавливалась, если вы посмеете стрельнуть в них на секунду позже момента оглушения, то тут такого нет, сколько жизни отняли, столько отняли, опять же, на среднем - "Hurt me plenty", все парирования ультра простые, лазерные лучи будто медленно подплывают к вам, по джентльменски ожидая когда же вы откинете их обратно во врагов, естественно, урон от успешного парирования задевает близлежащих врагов, и на этом строятся комбинации. Правда тут появились мини-боссы, защищённые неуязвимым щитом, пока вы не очистите всю карту от мелких мобов, что тоже может выбесить, но их не то чтобы много.
Также снижен градус необходимости "Глори киллов" - добиваний, так как патрон в обойме чувствуется значительно большее количество, и есть новые виды болванчиков - щитовиков, которые дружно встают в ряд, чтобы 1 броском щита с них постоянно лутаться бронёй,
А модификаторы (смена насадок) заменены на 2 разных оружия одного класса с кнопкой быстрой смены на букву F, например, есть "череподав", выпускающий маленькие черепушки и большие, это 2 разных вида оружия, но лично я кнопкной вообще не пользовался, не очень удачно решение, так как тут по классике бумер-шутеов любая пушка одинаково эффективна "стреляй чем нравится".. кроме плазмогана, кстати, ему зачем-то сделали дикую отдачу, хотя не то чтобы он особо мощный, ни у 1 другого оружия "мешающих факторов" нет, ну ладно.
И, соответственно, теперь нет мобов, которых надо убить только определённым снаряжением, но лично меня это не особо бесило в Eternal, так как грамотно конструировало динамику боя, хотя вру.. В Dark Ages есть бронированные пластины на врагах, которые разбиваются очередью из пуль, чтобы "нагреть" их, и потом они ломаются исключительно метанием щита.
Описывать каждую измененную мелочь, я, конечно, не смогу, но попробую: Например, "печати жизней" теперь ограничены 3 штуками на уровень, и их использование надо подтверждать перед смертью, а яростный кулак можно использовать 4 раза подряд на 1 враге (причём другие мобы могут прервать комбо), и есть автоматический урон врагам в радиусе вашего приземления с большой высоты, HUD вроде стал по приятнее. Ну и большие аптечки в "Тёмных веках" дают всего 25 жизней, по мне слишком маловато, лучше бы щит нормально забалансили. Прокачку ещё упростили до минимума, также 3 разных валюты, за которые ты просто немного улучшаешь урон или длительность действия, зато вместо кулака можно выбрать булаву, или меч со своей веткой прокачки.
То есть 𝐃𝐚𝐫𝐤 𝐀𝐠𝐞𝐬 для меня очень парадоксальная часть, вроде стало меньше инструкций, и больше свободы, но в целом геймплей менее вариативный. Зато я всегда жаловался на арт-дизайн новых Думов, но теперь мне хотя-бы концептуально было любопытно взглянуть на новый арсенал, состряпанный из древних металлов, кольев, и шаров, хотя опять же, кроме "череподава", ни 1 дизайн мне особо не приглянулся, тоже самое с новыми врагами, я вообще не уверен, что было добавлены хоть какие-то новые мобы, кроме рескинов, настолько я не запоминаю этих однообразных демонов.
Кстати, по сюжету это типо другая вселенная или планета, где сочетается средневековый сеттинг с высокими технологиями, а не просто какой-то там век до нашей эры, как вы могли бы подумать, хотя.. я бы посмотрел на "Думслеера", сражающегося с демонами-динозаврами. Сюжет такой же плоский, как обычно, они пытаются вылепить свой "Вархаммер", но это не очень получается, благо катсцен не так много (прикольный момент только, что люди видят в Думслеере угрозу, постоянно перешёптываются, и даже по рации руководитель миссии говорит о нас в 3-ем лице, как об объекте)
+ На этот раз геймплей решили разбавить "покатушками " на драконах и мехах, чему, наверное, порадуются фанаты 𝐏𝐚𝐧𝐳𝐞𝐫 𝐃𝐫𝐚𝐠𝐨𝐨𝐧, или 𝐒𝐭𝐚𝐫 𝗪𝐚𝐫𝐬: 𝐁𝐚𝐭𝐭𝐥𝐞𝐟𝐫𝐨𝐧𝐭 (так как можно десантироваться внутрь вражеских фрегатов), но геймплей в этих моментах совсем скукоживается, остаются буквально одни парирования, то есть аналог qte, причём уворот переносится с мышки на пробел, а ты уже неск часов до этого тыкал мышку для парирований, и крч это очень путает.. Тут даже есть момент с турелью, и он тоже абсолютно заскриптован 1 кнопкой и не даёт никакой свободы действий, можно крч всё это вырезать или заменить катсценами и ничего не изменится.
p.s. Очень странная ситуация с оптимизацией, по сути в игре id Tech движок, который использовался в 𝐈𝐧𝐝𝐢𝐚𝐧𝐚 𝐉𝐨𝐧𝐞𝐬 𝐚𝐧𝐝 𝐭𝐡𝐞 𝐆𝐫𝐞𝐚𝐭 𝐂𝐢𝐫𝐜𝐥𝐞, да, тут 8 версия, а там 7-ая, но всё в Индиане у меня было 60+ фпс на любых настройках, тут же я не заметил особых отличий от Дум Этернала, ну может эффектов стало побольше, загрузки побыстрее, ну и всё, при этом если не включать DLSS, я не смог добиться больше 30фпс на rtx 3060 с 12gb.. а, там игра еще требовала обязательно установить последний драйвер перед запуском, это уже звоночек, у меня смешно на нём перестала винда запускаться пришлось откатывать, хотя там измнения только для 50-ой серии.
p.p.s. Но я всё равно рад за геймпасс, что что-то настолько хайповое и крупное что-то в нём в первый день, хотя и для не гоев игра вышла с ранним доступом ещё 13 мая.
And, of course, now the arenas really lack verticality, large-scale battlefields are more reminiscent of the fourth "Serious Sam", there are a lot of enemies, but the environment is almost not used, even the medieval walls-stakes placed everywhere are useless.. well, they only added a little bit of destructible objects, which also don`t really affect the gameplay (most likely, they are only needed to visually show what a cool "tank" we are),
But running from one end of the map to the other to open secret doors has become more "stuffy" (or looking for 4 statues, the destruction of which opens access to the trial), in general, open spaces haven't worked since Doom II, but at least they added holographic pointers to the keys, if you follow the plot there will be no problems with orientation, even mini-puzzles were simplified - throw a saw, go through, take out a saw,
Still, Dark Ages failed to find the necessary balance of simplicity/challenge for me, adding an undeniably cool, but too much ultimate shield, which is now a chainsaw, and a hook, and a replacement for grenades, and a boomerang, and yes, it has a limited scale of damage that it can take,
but if you move a little, constantly alternate raising the shield (there is no "cooldown" for this) with punches, or regular shooting, then, at least on the normal difficulty level, everything turns into a dull 𝐦𝐢𝐧𝐝𝐥𝐞𝐬𝐬 𝐜𝐥𝐢𝐜𝐤𝐢𝐧𝐠 𝐰𝐢𝐭𝐡 𝟐-𝟑 𝐛𝐮𝐭𝐭𝐨𝐧𝐬, and regular enemies bosses no one can defeat you (right mouse button (shield) + E (punch), shoot, then again right, E, shoot, right E shoot), and this is probably the key problem for me, I'm not saying that the new Doom should be about platforming, like "Eternal", but there was clearly more gameplay there, the game forced you to move around the entire map, creating a small revolution in the shooter genre, just remember how many retro boomer shooters copied it later.. and Dark Ages allows you to simply press 1 button, this is sad.
Although there are also positive aspects of the new formula, combining both Doom 2016 and 2020, for example, if you were annoyed by the timings in "Eternal", especially on bosses whose life was restored if you dared to shoot at them a second later than the moment of stunning, then there is no such thing here, how much life was taken away, so much was taken away, again, on average - "Hurt me plenty", all parries are ultra simple, laser beams slowly float to you, like a gentleman waiting for you to throw them back at the enemies, of course, the damage from a successful parry affects nearby enemies, and combinations are built on this. But DA has new mini-bosses, protected by an invulnerable shield until you clear the entire map of small mobs, which can also be annoying. Also, the degree of necessity of "Glory kills" - finishing moves has been reduced, because there are many more bullets in the magazine, and there are new types of dummies - shielders, which stand in a row, allowing you to take their armor with one shield throw
And modifiers (change of attachments) have been replaced with 2 different weapons of the same class with a quick change button on the letter F, for example, there is a "skull crusher" that releases small skulls and large ones, these are 2 different weapons, but personally I didn`t use this button at all, since here, according to the boomer-shooter classics, any gun is equally effective "shoot with what you like" .. except for the plasma gun, by the way, for some reason they made it have a wild recoil why, it's not very powerful, other weapons don't have any downsides.
And, accordingly, now there are no mobs that need to be killed only with certain equipment, but personally this did not irritate me much in Eternal, since the combat dynamics were well-developed there, but stop.. I'm lying.. In Dark Ages, there are armored plates on enemies that are broken by a burst of bullets to "heat" them up, and then they are broken exclusively by throwing a shield.
Of course, I can't describe every little thing that was changed, but I'll try: For example, Extra lifes are now limited to 3 uses per level, and their use must be confirmed before death, and a furious fist can be used 4 times in a row on 1 enemy (and other mobs can interrupt the combo), and there is automatic damage to enemies in the radius of your landing from a great height, the HUD seems to have become more pleasant. Well, large first aid kits in "Dark Ages" give only 25 lives, for me it's too little, it would be better if the shield was properly balanced. The upgrading system was simplified to a minimum, also 3 different currencies, for which you just slightly improve the damage or duration of the action, but instead of a fist you can choose a mace, or a sword with its own leveling branch. By the way, according to the plot, this is like another universe or planet, where a medieval setting is combined with high technology, and not just some century BC, as you might think, altough.. I'd like to see the Doomslayer fight demonic dinosaurs. The plot is flat as usual, they are trying to make their own "Warhammer", but it doesn't work out very well, fortunately there are not so many cutscenes (the only funny moment is that people see Doomslayer as a threat, they constantly whisper, and even on the radio the mission leader talks about us in the 3rd person, as if we were an object).
That is, 𝐃𝐚𝐫𝐤 𝐀𝐠𝐞𝐬 for me is a very paradoxical part, it seems there are fewer instructions, and more freedom, but in general the gameplay is less variable. But I always complained about the art design of the new Dooms, and now I was at least conceptually curious to look at the new arsenal, concocted from ancient metals, stakes, and balls, although again, except for the "skull feeder", I didn't particularly like any of the designs, the same with the new enemies, I'm not even sure that any new mobs were added, except for the reskins, I don't remember these monotonous demons that much.
By the way, according to the plot, this is like another universe or planet, where a medieval setting is combined with high technology, and not just some century BC, as you might think, altough.. I'd like to see the Doomslayer fight demonic dinosaurs. The plot is flat as usual, they are trying to make their own "Warhammer", but it doesn't work out very well, fortunately there are not so many cutscenes (the only funny moment is that people see Doomslayer as a threat, they constantly whisper, and even on the radio the mission leader talks about us in the 3rd person, as if we were an object).
+ This time they decided to dilute the gameplay with "rides" on dragons and mechs, which will probably please fans of 𝐏𝐚𝐧𝐳𝐞𝐫 𝐃𝐫𝐚𝐠𝐨𝐨𝐧, or 𝐒𝐭𝐚𝐫 𝗪𝐚𝐫𝐬: 𝐁𝐚𝐭𝐭𝐥𝐞𝐟𝐫𝐨𝐧𝐭 (since you can land inside enemy frigates), but the gameplay in these moments is completely shrunk, literally only parries remain, that is, an analogue of qte, and the dodge is transferred from the mouse to the space bar, you've been clicking your mouse to parry for hours now, and to put it simply, it's very confusing, there is even a moment with a turret, and it is also completely scripted with 1 button and does not give any freedom of action. In short, all this can be cut out or replaced with cutscenes and nothing will change.
p.s. A very strange situation with optimization, in fact, the game uses the id Tech engine that was used in 𝐈𝐧𝐝𝐢𝐚𝐧𝐚 𝐉𝐨𝐧𝐞𝐬 𝐚𝐧𝐝 𝐭𝐡𝐞 𝐆𝐫𝐞𝐚𝐭 𝐂𝐢𝐫𝐜𝐥𝐞, yes, here is version 8, and there is the 7th, but in Indiana I had 60+ fps on any settings, here I did not notice any special differences from Doom Eternal, well, maybe there were more effects, loading faster, that's all, while if you do not turn on DLSS, , I could not achieve more than 30 fps on RTX 3060 with 12gb.. ah, the game also required to install the latest driver before launching, this is already a warning sign, it's funny that Windows stopped launching on it, I had to roll it back, although there are changes only for the 50th series.
p.p.s. But I'm still happy for the Game Pass, that something so hyped and big is in it on the first day, although for rich the game was released with early access on May 13.
😊 𝗦𝘂𝗯 𝘁𝗼 𝗺𝘆 𝗦𝘁𝗲𝗮𝗺`𝘀 𝗖𝘂𝗿𝗮𝘁𝗼𝗿`𝘀 𝗽𝗮𝗴𝗲: https://store.steampowered.com/curator/41977550
//
Конечно, нужно отдать должное, и похвалить 𝐢𝐝 𝐬𝐨𝐟𝐭𝐰𝐚𝐫𝐞 за эксперименты в серии, на это решаются далеко не все студии,
Также спасибо за сохранения бодрого темпа 𝐄𝐭𝐞𝐫𝐧𝐚𝐥, это вообще получается первый ихний Дум, где добавили полноценный бег на shift! Наконец-то, блин (но убрали "дэши")
И, конечно, теперь на аренах очень сильно не хватает вертикальности, масштабные поля битвы скорее напоминают четвёртого "Сериус Сэма", врагов много, но окружение почти не используется, даже средневековые стены-колья, расставленные везде, бесполезные.. ну только чуть чуть разрушаемых предметов добавили, которые также не особо влияют на геймплей (скорее только нужны чтобы визуально показать какой мы крутой "танк"),
А вот бегать с 1 конца карты на другую для открытия секретных дверей стало более душно (или искать 4 статуи, разрушение которых открывает доступ к испытанию), вообще серии ещё с Doom II не идут слишком открытые пространства, но хотя-бы добавили голографические указатели к ключам, если идти по сюжету, то в целом проблем с ориентировкой не возникет, даже мини-пазлы упростили - кинь пилу, пройди, вынь пилу,
Но всё же Dark Ages по мне не смогла нащупать необходимый баланс простоты/челленджа, добавив бесспорно крутой, но чересчур ультимативный щит, который теперь и бензопила, и крюк, и замена гранат, и бумеранга, и да, у него есть ограниченная шкала урона, которую он может на себя принять, но если вы будете немного двигаться, постоянно чередовать поднятие щита (на это нет никакого "кулдауна") с ударами кулаками, или обычной стрельбой, то, по крайней мере, на нормальном уровне сложности, всё превращается в унылое бездумное закликивание обычных врагов/боссов всех подряд 2 кнопками (правая кнопка мыши щита + E (удар), выстрел, потом опять правая, Е, выстрел, правая E выстрел), и это, наверное, ключевая проблема для меня, я не говорю, что новый Дум должен быть про платформинг, как "Этернал", но там явно было больше геймплея, там игра заставляла двигаться по всей карте, создав небольшую революцию в жанре шутеров, просто вспомните сколько ретро-бумер-шутеров потом это копировали.
Хотя есть и положительные моменты новой формулы, совмещающий в себе и Дум 2016 и 2020 года, например, если вас бесили тайминги, особенно на боссах, жизнь которых восстанавливалась, если вы посмеете стрельнуть в них на секунду позже момента оглушения, то тут такого нет, сколько жизни отняли, столько отняли, опять же, на среднем - "Hurt me plenty", все парирования ультра простые, лазерные лучи будто медленно подплывают к вам, по джентльменски ожидая когда же вы откинете их обратно во врагов, естественно, урон от успешного парирования задевает близлежащих врагов, и на этом строятся комбинации. Правда тут появились мини-боссы, защищённые неуязвимым щитом, пока вы не очистите всю карту от мелких мобов, что тоже может выбесить, но их не то чтобы много.
Также снижен градус необходимости "Глори киллов" - добиваний, так как патрон в обойме чувствуется значительно большее количество, и есть новые виды болванчиков - щитовиков, которые дружно встают в ряд, чтобы 1 броском щита с них постоянно лутаться бронёй,
А модификаторы (смена насадок) заменены на 2 разных оружия одного класса с кнопкой быстрой смены на букву F, например, есть "череподав", выпускающий маленькие черепушки и большие, это 2 разных вида оружия, но лично я кнопкной вообще не пользовался, не очень удачно решение, так как тут по классике бумер-шутеов любая пушка одинаково эффективна "стреляй чем нравится".. кроме плазмогана, кстати, ему зачем-то сделали дикую отдачу, хотя не то чтобы он особо мощный, ни у 1 другого оружия "мешающих факторов" нет, ну ладно.
И, соответственно, теперь нет мобов, которых надо убить только определённым снаряжением, но лично меня это не особо бесило в Eternal, так как грамотно конструировало динамику боя, хотя вру.. В Dark Ages есть бронированные пластины на врагах, которые разбиваются очередью из пуль, чтобы "нагреть" их, и потом они ломаются исключительно метанием щита.
Описывать каждую измененную мелочь, я, конечно, не смогу, но попробую: Например, "печати жизней" теперь ограничены 3 штуками на уровень, и их использование надо подтверждать перед смертью, а яростный кулак можно использовать 4 раза подряд на 1 враге (причём другие мобы могут прервать комбо), и есть автоматический урон врагам в радиусе вашего приземления с большой высоты, HUD вроде стал по приятнее. Ну и большие аптечки в "Тёмных веках" дают всего 25 жизней, по мне слишком маловато, лучше бы щит нормально забалансили. Прокачку ещё упростили до минимума, также 3 разных валюты, за которые ты просто немного улучшаешь урон или длительность действия, зато вместо кулака можно выбрать булаву, или меч со своей веткой прокачки.
То есть 𝐃𝐚𝐫𝐤 𝐀𝐠𝐞𝐬 для меня очень парадоксальная часть, вроде стало меньше инструкций, и больше свободы, но в целом геймплей менее вариативный. Зато я всегда жаловался на арт-дизайн новых Думов, но теперь мне хотя-бы концептуально было любопытно взглянуть на новый арсенал, состряпанный из древних металлов, кольев, и шаров, хотя опять же, кроме "череподава", ни 1 дизайн мне особо не приглянулся, тоже самое с новыми врагами, я вообще не уверен, что было добавлены хоть какие-то новые мобы, кроме рескинов, настолько я не запоминаю этих однообразных демонов.
Кстати, по сюжету это типо другая вселенная или планета, где сочетается средневековый сеттинг с высокими технологиями, а не просто какой-то там век до нашей эры, как вы могли бы подумать, хотя.. я бы посмотрел на "Думслеера", сражающегося с демонами-динозаврами. Сюжет такой же плоский, как обычно, они пытаются вылепить свой "Вархаммер", но это не очень получается, благо катсцен не так много (прикольный момент только, что люди видят в Думслеере угрозу, постоянно перешёптываются, и даже по рации руководитель миссии говорит о нас в 3-ем лице, как об объекте)
+ На этот раз геймплей решили разбавить "покатушками " на драконах и мехах, чему, наверное, порадуются фанаты 𝐏𝐚𝐧𝐳𝐞𝐫 𝐃𝐫𝐚𝐠𝐨𝐨𝐧, или 𝐒𝐭𝐚𝐫 𝗪𝐚𝐫𝐬: 𝐁𝐚𝐭𝐭𝐥𝐞𝐟𝐫𝐨𝐧𝐭 (так как можно десантироваться внутрь вражеских фрегатов), но геймплей в этих моментах совсем скукоживается, остаются буквально одни парирования, то есть аналог qte, причём уворот переносится с мышки на пробел, а ты уже неск часов до этого тыкал мышку для парирований, и крч это очень путает.. Тут даже есть момент с турелью, и он тоже абсолютно заскриптован 1 кнопкой и не даёт никакой свободы действий, можно крч всё это вырезать или заменить катсценами и ничего не изменится.
p.s. Очень странная ситуация с оптимизацией, по сути в игре id Tech движок, который использовался в 𝐈𝐧𝐝𝐢𝐚𝐧𝐚 𝐉𝐨𝐧𝐞𝐬 𝐚𝐧𝐝 𝐭𝐡𝐞 𝐆𝐫𝐞𝐚𝐭 𝐂𝐢𝐫𝐜𝐥𝐞, да, тут 8 версия, а там 7-ая, но всё в Индиане у меня было 60+ фпс на любых настройках, тут же я не заметил особых отличий от Дум Этернала, ну может эффектов стало побольше, загрузки побыстрее, ну и всё, при этом если не включать DLSS, я не смог добиться больше 30фпс на rtx 3060 с 12gb.. а, там игра еще требовала обязательно установить последний драйвер перед запуском, это уже звоночек, у меня смешно на нём перестала винда запускаться пришлось откатывать, хотя там измнения только для 50-ой серии.
p.p.s. Но я всё равно рад за геймпасс, что что-то настолько хайповое и крупное что-то в нём в первый день, хотя и для не гоев игра вышла с ранним доступом ещё 13 мая.
Rocketplay Review: Slots
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Players of Rocketplay are eligible to collect bonuses
Rocketplay offers its loyal players enticing benefits that are intended to enhance their gaming experience over time as a token of gratitude. VIP incentives, loyalty programmes, and promotions are often used to ensure that recurring gamers get benefits. Cashback benefits and admission to unique events are only two examples. Rocketplay provides a bonus system that compensates players for their efforts in order to maintain player satisfaction and motivation. These contributions not only provide value but also help the Rocketplay https://rocketplay20.com/ community members develop an attitude of thankfulness. Rocketplay's commitment to maintaining player engagement and offering a fulfilling gaming experience is shown by its investment in long-term player rewards.
Because there are so many options, choosing the best places to play pokies may seem like a difficult endeavour. Finding a trustworthy and entertaining platform is essential if you want to enjoy playing, regardless of your level of experience. Because to its extensive game selection, intuitive user interfaces, and intriguing extra features, Rocketplay is a well-liked choice for pokies enthusiasts. This post will go over all Rocketplay has to offer if you're looking for a place to start playing pokies.
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Variety of Rocketplay games are available from RTG
Rocketplay is pleased to provide a wide variety of games that are powered by Real Time Gaming (RTG), a reputable organisation in the gaming industry. RTG is renowned for creating original and captivating games, and their extensive gaming library includes both traditional slot machines and live-action table games like poker, roulette, and blackjack. To provide gamers a better experience, they make sure that their games have smooth gameplay, captivating themes, and excellent graphics. Rocketplay promises that RTG's games will provide you with endless enjoyment and earning opportunities, regardless of your level of familiarity with online casinos.
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Rocketplay is committed to providing its users with a trustworthy and safe gaming experience. Strict licencing guidelines that guarantee adherence to global standards for player safety and competitive play regulate the platform's activities. While you play, your money and personal information will be secure since these games utilise cutting-edge encryption. Additionally, Rocketplay often undergoes audits by impartial agencies to guarantee the integrity of its systems and games. Rocketplay's dedication to security and transparency makes it a reliable choice for players seeking a fun and safe online gaming environment.
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Which Australian online casino has the best reputation?
Because of its incredible gaming experience, which was created especially for Australian players, Rocketplay is the best online casino in Australia. Its varied gaming selection, which includes table games, slots, and even live dealer sessions, should appeal to a broad range of gamblers. Rocketplay places a high priority on user data protection and safe and secure transactions. The platform offers a great gameplay and navigation experience since it is designed to be user-friendly and geared for desktop and mobile devices. Rocketplay's outstanding online casino experience consistently leaves an impression on Australian gamblers. We achieve this goal by offering enticing incentives, trustworthy customer support, and unambiguous guidelines.
Players of Rocketplay are eligible to collect bonuses
Rocketplay offers its loyal players enticing benefits that are intended to enhance their gaming experience over time as a token of gratitude. VIP incentives, loyalty programmes, and promotions are often used to ensure that recurring gamers get benefits. Cashback benefits and admission to unique events are only two examples. Rocketplay provides a bonus system that compensates players for their efforts in order to maintain player satisfaction and motivation. These contributions not only provide value but also help the Rocketplay https://rocketplay20.com/ community members develop an attitude of thankfulness. Rocketplay's commitment to maintaining player engagement and offering a fulfilling gaming experience is shown by its investment in long-term player rewards.
Absolutely top tier. Sat as the credits rolled in waves of emotion. I wouldn't expect anything less from CDPR. What an fantastic addiction to an already preem game.
«Blew my mind»
Johnny Kash Casino Review: Wagering Requirements
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Plot:
In this modification, you find yourself on the other side of the conflict — playing as a HECU soldier sent to «Black Mesa» to eliminate witnesses of the incident. Inspired by the classic «Opposing Force», the mod aims to show the events from the military's point of view.
Gameplay:
A classic action shooter with a focus on gunplay and tactics. The balance is off at times — dull shootouts alternate with sudden, ridiculous difficulty spikes. The AI for both enemies and allies often behaves strangely.
Technical Execution:
Some animations and level designs feel unpolished. Optimization is lacking — expect FPS drops and bugs.
Verdict:
«Black Mesa: Military» - is an attempt to tell a familiar story from a new angle, but the execution suffers from technical roughness and uninspired gameplay. Recommended only for hardcore fans of the «Half-Life» universe and modding scene.
In this modification, you find yourself on the other side of the conflict — playing as a HECU soldier sent to «Black Mesa» to eliminate witnesses of the incident. Inspired by the classic «Opposing Force», the mod aims to show the events from the military's point of view.
Gameplay:
A classic action shooter with a focus on gunplay and tactics. The balance is off at times — dull shootouts alternate with sudden, ridiculous difficulty spikes. The AI for both enemies and allies often behaves strangely.
Technical Execution:
Some animations and level designs feel unpolished. Optimization is lacking — expect FPS drops and bugs.
Verdict:
«Black Mesa: Military» - is an attempt to tell a familiar story from a new angle, but the execution suffers from technical roughness and uninspired gameplay. Recommended only for hardcore fans of the «Half-Life» universe and modding scene.
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This game is the next step after «MORDHAU»:
«Half Sword» takes things further, pushing toward realism by almost paradoxically abandoning traditional «game-like» dynamics. This isn't an action game. It's a slow, physically grounded simulation of close combat, where every swing of a weapon demands control and precision.
The controls are both your enemy and your mentor:
Weapon handling is modeled with extreme detail. Your right hand, left hand, torso, and blade position — all under your command. It's closer to puppeteering than to traditional action gameplay. At first, you'll feel clumsy — the sword jerks awkwardly, your character stumbles, strikes miss entirely. But that's the point: Half Sword teaches you to think like a fencer.
Depth without speed:
Each duel feels like a deadly chess match, where blade positioning, stance, and timing matter more than reflexes. Victory doesn’t come from button mashing, but from understanding weight, angles, and weak points. The game lives up to its name: the "half-swording" technique — gripping the blade for precise thrusts — isn’t a gimmick, but a vital skill.
Final verdict:
«Half Sword» - is a tool for studying swordsmanship, wrapped in an experimental shell. It’s not about fun — it’s about mastery. If you’re looking for the next step after «MORDHAU», not broader, but deeper — you’ve found it.
«Half Sword» takes things further, pushing toward realism by almost paradoxically abandoning traditional «game-like» dynamics. This isn't an action game. It's a slow, physically grounded simulation of close combat, where every swing of a weapon demands control and precision.
The controls are both your enemy and your mentor:
Weapon handling is modeled with extreme detail. Your right hand, left hand, torso, and blade position — all under your command. It's closer to puppeteering than to traditional action gameplay. At first, you'll feel clumsy — the sword jerks awkwardly, your character stumbles, strikes miss entirely. But that's the point: Half Sword teaches you to think like a fencer.
Depth without speed:
Each duel feels like a deadly chess match, where blade positioning, stance, and timing matter more than reflexes. Victory doesn’t come from button mashing, but from understanding weight, angles, and weak points. The game lives up to its name: the "half-swording" technique — gripping the blade for precise thrusts — isn’t a gimmick, but a vital skill.
Final verdict:
«Half Sword» - is a tool for studying swordsmanship, wrapped in an experimental shell. It’s not about fun — it’s about mastery. If you’re looking for the next step after «MORDHAU», not broader, but deeper — you’ve found it.
«Blew my mind»
«Just one more turn»
It might not reinvent the wheel, but Call of Duty: Black Ops delivers exactly what it promises: a tightly focused Cold War thriller. The campaign’s pacing and mission variety keep things engaging—even if a couple of levels in the middle drag slightly—while the story leans into confusion and complexity, refusing to spell everything out and instead immersing you in the era’s paranoia. Gunplay feels solid and reliable (though it’s not jaw-droppingly perfect), and the visuals remain impressive for a 2010 title. Unfortunately, the sound design occasionally falters—melee weapons like the knife lack weight, and distant gunshots can feel muddled—but overall the audio does its job. In short, Black Ops isn’t flawless, but it nails its core goal: an action-packed, twist-filled journey through the shadowy tactics of the Cold War.
It' an amazing game, but im sad because i have to use a xbox one cuz cant afford better and have to play on cloud gaming which doies make it quite hard with the imput delau, but its still fun to play. Edit: Also the soundtrack on this game is so amazing and I don't think there is any other game that has this good of a sound tract so thats great.
«Blew my mind»
Wow, I really didn’t know what to expect from this game. The combat is interesting for this type of game (even if it’s not really my cup of tea). The story is good, but I wish they’d given us more details. The world-building is beautiful—I truly enjoyed every minute of it. The music in this game is divine and blends perfectly with the world, emotions, and fights. The design of the characters and enemies is also really well done. The story is definitely what kept me playing. Some of the fights, though, can be a bit annoying and slow.
«Blew my mind»
«Time-tested»
Where can I buy it? tortureware 6.66
I was under the impression this game was more a remake but it just ended up being a reskin of 1 and 2 with a better engine and some new bits to connect them. That being said, it looks great. The house in 1 looks incredible and the atmosphere and ambient noise is well done. The gameplay and story hasn't changed much. The voice acting is pretty bad and the gameplay is just meh. Bloober, without fail, always has at least one segment (or five) in their games where you are in a locked room and must spin around until something changes. It is the most tired trope I have ever seen in games. Almost as tired as jump scares which the game is full of. They did add in some chase sequences for some reason but they just made it more annoying than actually scary. There was also lantern addition mostly for the new chase sections. I still like the painting aspect of the story and the obsession with getting it right. I didn't even know there was a sequel and it's just as well because it's pretty forgettable. My biggest complaint is there are so few horror games set on the open ocean, let alone on a cruise liner, and they completely squandered it. Almost immediately you are walkthrough other environments with almost none above deck even when you are in the middle of a terrible storm. Such a missed opportunity. They also decided mannequins were scary I guess but they did absolutely nothing for me. I was really hoping for some Ghost Ship vibes but instead it was very lackluster and boring. The Writer's story tying everything together was interesting but didn't go anywhere. I did like some of the lore hinted at with the Rat Queen and this Agency that seems to be aware of her. Bloober has come a long way since these first released and the ending seems to hint at a possible sequel. If they would revisit this idea and make it a proper horror game and not just a walking simulator where you spin in a circle I would be interesting in seeing what they do with it.
«Boooring»
I don't much more can be said to praise how well done this game is. It is not only one of, if not the, best Dungeons and Dragons adjacent games but also one of the CRPG games. It has incredible systems to allow for so much variety to keep things fresh and really let you experiment with ways to approach situations. There is enough leeway with respec that you can tweak your character if you think something isn't working like you want it to. The story is great with plenty of depth and twists you don't see coming. Where this game really sets the bar is it's writing and characters. The characters are incredible, yes some are better than others but they are all unique and have great writing to them. You can have great synergy or be at complete odds depending on your character. I had a weird playthrough as I chose to play a Githyanki fighter, later swapping to a Paladin of Vengeance, because a Gith was never an optional race in any of the other D&D games I've played. In this game they are pivotal to the story. I was always at odds with Lae'zel and her brainwashed mentality. There was such a good balance to your relationship and responses to your actions that it really felt like a personal experience. You can really get attached to the characters and their struggles and there are a few very power scenes, one of which no doubt was credit to Neil Newbon's award for Best Supporting Performer. On top of this is the music. The soundtrack is incredibly beautiful beyond words. The three main songs are so good and so well composed it just pairs perfectly. The only issue with the game I had was when proceeding to Act 2, there is another path you can take that the game does not make clear will be skipped if you go the other way, whereas if you go that way you still travel to the other path. This makes it difficult to look up without spoilers in most cases. Choice is part of the design so I understand that but basically skipping an area for nothing, and one that is a big part of a companions story, kind of sucks. Also Gale not being able to jump more than 5 feet lol. Overall this is an incredible achievement that really shows just how incredible the Larian is as a developer and highlights the incredible importance and talent of the voice acting community.
«Blew my mind»
«Just one more turn»
I played this on the streaming service with PS5 and I have to say, it ran a lot smoother than previous times I've used it. That being said I can't be sure if that influenced some of the gameplay issue I had or not. Overall it was mostly fine but it didn't feel great. There are few studios that actually make good FPS games and while Insomniac makes incredible TPS like Ratchet and Clank, their foray into the Resistance series doesn't feel as polished. I was really hoping for something more in this game in terms of scope that it didn't deliver on. There were definitely some great set pieces and cool enemies but then you had things like sparse weapon placements and the terrible Swarm boss fight mechanic that really ruined things. Overall I'd still recommend it but just understand game design has come a long way from when this was released and it shows.