![]() If you’re fighting one, give him an extra smack for me. I’ve never liked the Marauder design, but now when you stun them you can extend the stun duration by smacking them with the hammer, and damn does that feel good. Most importantly, it finally evens up the fight against one of DOOM’s most hated enemies – Marauders. This bad boy is charged up by glory kills, and when used will stun enemies in a radius, and make them spew health or armour if they’re frozen or ablaze respectively. In Part One I lamented the lack of new weapons, and id Software has answered my cries with the introduction of the Sentinel Hammer. …the pace is excellent, never dwelling on one area long enough to make your mind start to wander amongst the hapless slaughter the goal feels always just within reach, the inexorable march of the Doom Slayer a guide and inspiration They can only be killed with a Blood Punch though, which seems a little extra and can be an annoyance if you don’t have a Blood Punch charge in hand. These guys will curse you if they hit you, hindering your vision, disabling your dash and sapping your health until you can kill them. With a little care and precision they’re not too difficult to navigate (hot tip: kill them last), but the Cursed Prowler on the other hand is an enemy that’s not easy to fall in love with. Shrieker Zombies come to mind, new fodder enemies that will buff the demons around them when killed, meaning you’ve got to be careful if you’ve got a couple of Marauders around not to accidentally off one of these squishy bastards. While I quite liked the Armoured Baron, a hulking demon that needs to be weakened by Plasma Rifle fire or a well-placed shot during a power move before going in for the kill, some enemy variants are decidedly less fun. New enemy types like Stone Imps, Armoured Barons and Riot Soldiers all require new and specific tactics to take down, and the game continues its clever and relentless combination of enemies to keep you constantly cycling through your formidable arsenal. The gameplay by now ought to be extremely familiar, but there’s a few novel twists to keep things interesting (and difficult). This is not a negative, as the pace is excellent, never dwelling on one area long enough to make your mind start to wander amongst the hapless slaughter the goal feels always just within reach, the inexorable march of the Doom Slayer a guide and inspiration. ![]() Part Two is fairly bite-sized, weighing in at about three to four hours across three new locales. ![]() The story is there for those (like me) who love its compelling silliness, but even if you don’t fully comprehend the nitty gritty, you will nonetheless know that you’ve accomplished something momentous. What is relevant is that his demons are in your base, killing your dudes, and that’s not something to be abided by. Whether or not you’ve been following the fact that the Dark Lord (once a benevolent creator seeking to spare his creations the pain of death) was betrayed by a powerful race he created to find the answers to immortality is more or less irrelevant. ![]() Your goal here is incredibly simple: travel to the heart of Hell and partake in a cosmic biff with the King of Hell in a winner-takes-all slugfest that will either rid all realms outside of Hell of demons, or let them roam freely. I’ve remarked in all my reviews about the surprising depth of DOOM’s lore if you’re willing to throw yourself down the rabbit portal, and while Part Two certainly leans on that lore, it feels more focused and one-minded in how it handles the narrative. The Ancient Gods – Part One concluded in dramatic fashion, with the Dark Lord of Hell himself being revealed as basically a dark version of everyone’s favourite Doomguy.
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