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Doom (PS4)

Status: Stopped playing - Got frustrated
I started playing this game on Sunday 11 June, 2017  //  I stopped playing this game on: Friday 11 August, 2017
Current opinion of this game
No comment, yet.

August 7, 2017 11:29:32 PM
Grrr. I've spent a few hours during two separate evenings evenings playing the end of a mission. And failing. A lot. It's basically a really long firefight that I've been getting better at - but it's one mistake and you have to start the whole thing all over again.

The worst part is that I actually beat the fight once! The lights went back to normal, I wandered around and picked up some ammo and stuff and then activated an elevator I thought would take me to either the next area or the end of the level. And then? Some baddies warped in and killed me. And there was no checkpoint so I had to start the whole thing all over again.

Sigh.

I also don't want to turn down the difficulty level either...so, still on the fence over whether I should continue playing or just move on to the next game. I think by now I've got a good sense of what the game's about and how it works (and, to be fair, I have really enjoyed it so far!)


June 20, 2017 01:54:30 PM
Doom's battles get harder. Much harder. New enemies appear and all the rest, and although my weapons are better and I've increased some stats, the pace is slower than the enemies. I'm worried I won't be able to make it to the end (before frustration sets in). I'm not playing on "easy", which I guess I could...but...oh well, one mission at a time. I've just finished the first(?) hell-dimension mission. Really cool (and creepy) stuff. I wonder what's next...

June 12, 2017 04:40:28 PM
Finally booted this up and WOW! There's a lot to be said for "old school" first person shooter action. Doom definitely has it in spades. I can feel it mostly in how fast you move around...and then there's the secret areas (which often hide special items that let you level-up your armor and weapons. So, an interesting mix of old-school action sensibilities with modern progression systems. There's no onscreen radar/map (yet?) so it's somewhat annoying to die because a monster warped in right behind you without you realizing. I've started to get used to that - but it's still a bit annoying (my current solution is to move, and keep on moving all the time with frequent 180s (just to see what's behind me).

The finishing move is also a really interesting design innovation(?). If you damage an enemy enough they'll glow which means you can take them out with a finishing move. The neat thing is that a finishing move then drops ammo and health. So, if you're really low on health - it's in your best interest to get in close!


 
kudos for original design to Rodrigo Barria