2025-03-09 21:47:11|Myriagame |source:minecraft skins
Hugo Martin, director of Doom: Dark Ages, and producer Marty Stratton, both expressed many views on the arsenal of this first-person shooter.
“I think the shotgun is the same,” Martin said of the guns in Dark Ages. “The plasma guns change a lot, so the rest are brand new. It’s intentional, to make sure we provide players with new weapons that they need to master.”
"You have to keep some classic weapons, after all, this is the Doom series," Martin continued. "You have to have a plasma rifle, you have to have a shotgun. But what else can we do? So each of our guns is designed from scratch." Here's a detailed introduction to the guns you saw in the Dark Age trailer:
·Shotgun: Very similar to the shotgun in Doom: Eternal.
·Super Shotgun: Why change the classic? However, the "Meat Hook" grapple hook has been replaced by Doom's new shield charge skill.
·Skull Brokener: Similar to a Gatling machine gun, but with much closer range.The point is, it looks super cool.
·Trail Nail Gun: Can nail enemies to a wall like the crossbow in Half Life.This made me a little excited.
·Rocket Launcher: It looks a lot like the Rocket Launcher in Doom: Eternal, but it is not clear how it will change.
·Accelerator gun: "That's a new plasma gun," Martin said. "It's basically a submachine gun-style plasma rifle. So it's short range and high firing speed, which is fun to play."
There may be more weapon surprises, and the guns in Doom: Dark Ages will also be paired with new shields and three melee weapons, which makes the game's core gameplay different from Doom 2016 or Doom: Eternal.
There are vehicles in the game.We'll see a flying dragon, and Martin says the levels related to it are like in Halo, where Doom can jump down to fight on the ground and then go back to the air.The Doom Mecha "Atlan" that looks like the mecha in Pacific Rim will have some levels that will use it throughout the whole process.
Going back to the main arsenal, Martin takes the heavy cannon (a combat rifle-type weapon with scope) from Doom: Eternal as an example, to illustrate something that id Software Studio wanted to abandon when making Dark Ages: "If you had the player use this gun again at the beginning of Dark Ages, I mean, it felt like a DLC because the player is already skilled in the weapon."
“I think giving players a whole new set of weapons and equipment for them to explore, learn and master, that ensures that we provide a truly balanced gaming experience,” Martin said. “And we don’t have to increase the difficulty right away because we’re not giving players the weapons they already had in the previous game.”
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