Beta doom: good and bad

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Of the twelve thousand reviews about multiplayer Bete Doom In Steam, most of the negative. One thing can be said for sure: it is not so bad at all. Many claims come down to the fact that from multiplayer Doom We were waiting for the multiplayer Quake 3. But real problems? There are real problems.

The point is what.

Fine. This is not quake

The main mistake is on Bethesda conscience. From the very beginning, the publisher positioned DOOM multiplayer as “a network game in the best traditions of the ID studio”, when the “network game in the best traditions of the ID studio” is an aren -based shooter of the quake 3 species. And in this doom – absolutely not he.

Arena shooter is when you have a dumb ax and a water pistol in your hands and, in order to get a rocket launcher, you need to run to it before the enemy. Arena shooter is when you constantly lack everything and you must perfectly understand the map in order to provide yourself. Arena shooter is when you clearly know what to expect from the enemy, carefully following his game. When the depth is not in the number of tools, but in their possibilities. When you run at such a speed that you can literally catch up with the rocket.

It is better to go to the real FPS aren Quake Live , Reflex Or new Unreal Tournament. This is still a very niche genre: the same Unreal Tournament for Epic is rather an experiment, an image thing. DOOM multiplayer is a modern mass shooter. It resembles classic ID games, but plays wrong.

Fine. This is not Halo

And this is not Call of Duty And – again – not quake. Someone on the Web christened Beta DOOM that came out of the ugly unprotected sex of all these games at once. And there is an opinion that this is not the worst characteristic.

There are good thoughts in Doom multiplayer – not always their own, but rare enough to take them for features. The rudiments of the map control remained from the cheeseckers (the rune, turning the player into a demon, and the Reilgan successfully break the combat stroke), from Unreal Tournament-a teleportation beacon-translocator with which you can do interesting things.

And the structure of the cards is the main thing that the doom from Quake got. They are completely meaningless if you look from the point of view “And who will live here?", But very pleasant for the game. This is again a combat platformer: you jump from climbing up, jumped-caught a mega-butch, did not jump-broke into the abyss, but in flight he cut off someone from the rail.

It remains to bring the balance. Since almost all guns are always available (weapons, if they forgot, are not collected here – it is chosen before the revival), their characteristics are normalized, but the machine gun seems useless against the background of a sniper shock gun, double -barreled man and all, to kill them for too long. The rune of the demon also embarrasses. There are only two effective countermeasures in the fight against it: either to run away with the whole team, or to pray for the re -emergence of a railgan. These are guaranteed several frags to the team’s account and a good seemingly occasion to arrange a fierce struggle near the rune. But in reality, the demon is the one who is the first to run by, and he gets all the fun, and only to him.

Badly. Customization

It so happened that the strangest moments of the DOOM multiplayer appeared after I first played it in last year's QuakeCon. I'm talking about progression. Between matches you copy experience, open new spacesuits, coloring for things, sometimes weapons. Everything is usually and pretty nice here. You can mess with the appearance of spacesuits and guns for a long time.

But you also earn the so-called hacking modules-disposable amplifiers, the current minute and a half. On the one hand, they help those who are not too good, say, in the control of the card (one of the modules shows the time of the appearance of bonuses). They also add a kind of spontaneity to matches, constantly changing the cycle of conditions for each player: throughout the match, while you burn out different modules, you play this, then this, then the enemy’s health is turned on and you begin to take more risking, seeing the unfinished ones opponents, then suddenly you eat to control runes, and so on.

But you can list for a long time that this system is not so. Rather, not even with the system, but with this specific implementation. Here in Warzone mode from Halo 5 There is something similar. Suppose you have a disposable card with a rare tank, the tank is great, but it is not useful in all situations, and therefore it is better to hold this tank. His time has come or did not come? This is an entertaining solution in itself.

In Bete Doom, this was not the case. When a module can be useful to me, illuminating the last enemy who killed me? Correct answer: always. In what situation is the increase in experience for killing is appropriate? Always, except in cases where there is something better. You do not make decisions here, but just start what remains in the tanning and with that and live.

The modules could create interesting interactions between the players: let's say, I know that the enemy sees through the walls, and I choose a module that allows me to answer. But this is not either. The fact that the enemy has some kind of module is active, I find out only after death … and then-how https://sister-site.org/royal-oak-casino/ and how to answer the ability to see through the walls? Only her. Or run until the validity period will end.

In addition, I would definitely not like to see this in real competitive regimes. There is certainty: if you have only a useless plus to experience at the last minute of the match, and the enemy, meanwhile, sees you at any point in the card, it turns out completely sad. I really need a mode without modules.

There is still a problem with some (not with all, of course) cosmetic things: they do not fit into the entourage. I came here for Hans Rudy Giger and Space men, and received glossy guards from Destiny, dancing as Village People. I don't even know what to say, true.

Badly. DLC

Paid opportunities (those that cannot be earned by game tools) in the multiplayer game are extremely harmful. Players who have not bought a set of cards are losing the opportunity to play with those who have them. The community is segmented. Bad to everyone.

It would seem that all this has long understood. Nevertheless, Bethesda announced Season Pass with three additions including new cards, new demons, new guns and so on. Of course, there will also be user levels in SnapMap, but so far significant restrictions are stated there – it is enough that more than four players on the map from the editor have not yet fitted.

In Call of Duty with paid cards, the community has formed and has long been used to everything. But will they put up here?

Fine. Performance

There is nothing surprising. Unlike the case from Rage , Now the ID has clearly tuned in reliability instead of megatelectric, Penumbr and other evil Volshba. No, in fact, the evil Volshba is also present, but in a much more perfect form. Even on Xbox One, Beta Doom holds 60 frames per second.

One but: for some reason, the PC versions do not allow other settings for graphics, except for resolution, smoothing and other basic things. There is a tab of “advanced” options, but they prohibit it to switch to it. I wonder what is there?

Badly. What is with sound?

Impeccable sound design Overwatch Spit. There you can understand by stomping your legs: someone bypasses you from the flank, he is approximately at such a distance and plays for such and such a hero. As expected in general.

I don’t even hear how they shoot me in the back – and, apparently, no one hears. Not once and not twice I ran after another marine with a shotgun, and he continued to look the other way and grazed the corridor with a sniper rifle. The game draws an arrow – shoot from there – but almost a grave silence during a shootout one on one? This is not serious.

* * *

DOOM multiplayer is an ersatz-Quake 3 for those who quake 3, maybe even once I saw, but forgot. Feelings seem almost the same – until you remember how everything was actually. And this is not bad at all. Once someone had to make such a game-it seems to be similar, but for the masses.

Another thing is that there are real problems here. Some can smooth out when all cards and opportunities open, others – when they make edits in balance (there is another month). First of all, this beta multiplayer leads to the fact that a single mode should be good. Because there are excellent guns, well -drawn hell and very correct verticality everywhere and in everything. Anyway, the multiplayer in Doom has never been primary. Even when Deathmatch was invented in it.

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