Following the phenomenal success of 2016's Doom and its even more refined sequel, Doom Eternal (2020), it might seem impossible for the franchise to reach new heights.但是, 《毀滅戰士:中世紀的前傳》黑暗時代並不是要超越其前輩。相反,它完善了公式。這款高辛烷值,基於技能的第一人稱射擊者提供了激烈的地面戰鬥,強調了原始力量。
The iconic arsenal returns, naturally, featuring the devastating new Skull Crusher—a weapon that gleans ammunition from the skulls of fallen foes, then hurls them at the living. But The Dark Ages also significantly elevates the three melee weapons: the charged electrified gauntlet, the flail, and the standout Shield Saw (seen in last summer's trailer), usable for blocking, parrying, and deflecting attacks.正如游戲導演雨果·馬丁(Hugo Martin)在我的演示之後說的那樣:“你會站起來打架。”
馬丁引用了三個關鍵影響:原始的 *末日 *,弗蘭克·米勒(Frank Miller)的 *蝙蝠俠:《黑闇騎士》(Dark Knight)返回 *和扎克·斯奈德(Zack Snyder)的2006年電影 *300 *。該系列的標誌性榮耀殺戮系統已進行了改進。死亡現在對上下文敏感,適應您的位置和周圍的混亂。這種變化直接解決了敵人的恆定群,讓人聯想到300和原始厄運。戰斗場所大大更大,可以實現更具戰略性的自由。 Objectives are tackled in any order, fostering exploration within the levels (which, Martin notes, have been adjusted to maintain a roughly one-hour playtime each).
Addressing a common criticism of *Doom Eternal*, *The Dark Ages* presents its narrative through cutscenes rather than the Codex, immersing players in a sprawling story described as "a summer blockbuster event with everything on the line."殺手的力量成為令人垂涎的獎項,推動了敘事向前。開發人員簡化了控件,旨在直觀的遊戲玩法。近戰武器是單獨配備的,經濟被簡化為單一貨幣(黃金)。現在,秘密專注於通過有形獎勵而不是傳說增強遊戲玩法。
難度是通過滑塊完全定制的,可以使玩家調整遊戲速度,敵人的侵略性和其他參數。
令人印象深刻的巨型Atlan Mech和Trailer的網絡龍序列不是孤立的事件。每個都具有獨特的能力和迷你老闆。重要的是,這次沒有多人遊戲模式。重點僅在於製定出色的單人遊戲體驗。Martin's decision to shift away from Doom Eternal 's successful direction, returning to the core principles of the original Doom , is a compelling one. He explains, "It's just gotta be different [from Eternal], especially if I loved the game. [If] I wanna play a Doom game, I wanna feel strong, but I'm OK with changing what that power fantasy is, especially if that change brings it closer to classic Doom."
這種轉變大大提高了我的期望。 5月15日不能很快來。