Noom the Dark Ages (Formerly Coffee (Formerly Eternally Doomed (Formerly Nu-DOOM Murder Junkies (Formerly I played the Doom closed alpha on PS4))))

drinking reheated french-pressed medium roast dunkin donuts coffee itt

it ain’t the best but it’s uh weirdly hard to get fresh whole beans here?

tbh it’s mildly sweet, kinda nice

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::My grandma’s voice:: How about a nice cup of Sanka?

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that’s cheese not coffee, someone split this post into its own thread

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I avoid acidic bean too, but there’s plenty of coffees that don’t taste acidic! I can easily tell by smell which varietals will have “fruity” (ie sour) notes and which will just taste like my ideal cup of coffee.

Currently drinking light roast that reminds me of barley

I’m sorry cania

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I love our stupid forum and all of you.

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I tried to polish this off yesterday and the final boss is … so stupid

I liked this game but the extent to which they deliberately threw shit at the wall in defiance of what they were widely understood to be good at after the last one is really wild. it’s the most Too Damn Much still-good big budget game in a while.

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I was reading this article about how tom petty was a secret coffee obsessive and after years of trying to find the best possible cup he ended up realizing it was maxwell house

anyway I guess people should just like what they like and we should let them like it

dark coffee is trash tho

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I guess the nearest analogue is xcom 2? it’s like, successfully revive a very well respected franchise at a decent budget level with some flaws but overall surprisingly thoughtful work, and then make an even bigger followup which benefits from more creative license but fixes none of the flaws and piles higher on top of them

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my favorite coffee is Kona coffee and i think Blue Mountain coffee is also really good, but absolutely, positively, not worth the money

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Is this a good deal at 45 bucks, people who liked the game?

it’s a good time imo

It’ll be half that in six months.

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Single Player Campaign Quality-of-Life Updates for ALL platforms

  • Reduced damage taken while swimming
  • Added vertical Dash ability when in water
  • Moved the Rad Suit in Taras Nabad directly in-front of the water area so the player clearly sees it when entering the arena
  • Removed all difficulty damage scaling for both Water/Slime
  • Added Maykr Drone campaign tutorial during first encounter in Urdak
  • Added an option for Hold (Default) or Press functionality for Double Dash in the Game tab of the Main Menu Options. Hold allows the player to dash twice by holding the input. Press requires the player to press the input twice.
  • Increased the effectiveness of the Plasma Rifle Microwave Mod damage over time
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The enhanced demons from other player’s campaigns is a nice addition, along with all the qol stuff, but I was hoping there’d be another Master Level or two in this.

Did the damn thing and got this game, it’s stupid as hell and I love it. I love Doomguy, I love that he’s getting a bunch of stupid lore in the cutscenes. I love that this game is like a slip-n-slide covered in blood. It’s nothing like DOOM, but it’s great.

Only two levels in though

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the soundtrack making references to the original DOOM OST is exactly what I wanted from the first nudoom

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Got Doom Eternal for $30 and it is one of the most thoroughly miserable experiences I have ever had with a shooter.

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Double-posting because I have a lot of thoughts about this and I wanted to delineate my ~clear loathing~ for this game from why I loathe it. For reference, I am playing through on Nightmare because UV is too easy.

So.


First-person shooters, to me, require something that designers often call the “combat sandbox”. The feeling that you can play around within this partially-simulated space, with countless little points of nuance, and learn and grow as a result.

Doom Eternal has no combat sandbox. On purpose, in fact; the game director has said as much. Instead, it seeks to put you into the same flow state as, say, a good CAVE game, or a character action game. “Diverse combat encounters are for pussies” whoever designed this game said as they added yet another enemy who chases you to melee range while throwing fireballs at you the whole time.

The key flaw in this attempt though is that Doom Eternal lacks expression. The way you beat every encounter is the same: you run in a loop in a Q3DM17 spinoff, hotswap-deleting big monsters with the Super Shotgun and Gauss Cannon, and then using all your cooldowns on enemies to recover resources since they are incredibly stingy about giving you any (seriously? 16 base max shell count?).

I guess I don’t understand the power fantasy at play here. I don’t want to play as the immortal unstoppable Doomguy. Classic Doomguy, and good FPS protagonists in general, survive their experiences mostly because they are lucky and smart. NuDoomguy survives his experiences because he is a literal god, imbued with celestial power to do a double-dash and glory kills.

FPS games, to me, need vulnerability to work. They are, after all, games about constraining your perspective. You embody the role of the protagonist, you see through their eyes and make decisions based on information they would receive. To make the protagonist so frenetic and powerful is to deny the vulnerability at the heart of the genre.

It’s hard not to talk about Classic Doom constantly because it really is one of the best-designed games of all time. Using graph-paper levels, simple-but-varied enemy design, and a dash of weird nuance, it remains refreshing to play no matter how many times I’ve played it. There’s always something new and interesting to learn, some new strategy to try, whatever.

Take the monster design. 90% of NuDoom’s monsters just charge straight at you as fast as possible. Since the arenas have infinitely-spawning enemies (A CARDINAL SIN, I DO NOT CARE IF THIS GAME IS ABOUT VAMPIRISM, I THOUGHT WE LEARNED OUR LESSON ABOUT INFINITE ENEMIES A LONG TIME AGO) you just have to hold down W and run in a loop.

Classic Doom’s monsters are dumb as fuck and slow but they are ~dangerous~ and have interesting combat behaviors! This video, which I watch probably once a month at least, is emblematic of how interesting those behaviors are:

Watch me look like Goku.

Eternal’s equivalent to this video are the tutorial tooltips that pop up when a new demon shows up that say “shoot his weak point”. Thanks videogame.

Classic Doom is hardly the only game to have an interesting combat sandbox. I’ve been replaying Halo on Legendary and every fight is super tense, constantly thinking about and making decisions, failing, trying over, reacting, proacting, trying to squeeze out the last bit of damage I need to survive and move on to the next encounter.

Eternal has none of this. You circle-strafe and shoot an enemy. There are no interesting tactical considerations to make on the fly (weird for a game that’s supposed to be a fast-paced monster gorefest, right?). It is about perfectly executing a 10s loop of actions for 10 hours straight. It leaves no room for other playstyles; shit, it doesn’t leave enough room for HALF YOUR ARSENAL.

Before I end this pseudo-review, here’s what I like about Eternal: Battlemode is okay. Finding Daisy in a level is cute. The Super Shotgun’s Meat Hook is a really good movement power.

That’s it.

Doom Eternal is a braindead game and I hate it. Truly a shining monument to the arrogance and stupidity of over-designing your combat. I thought Doom 2016 was kinda bad but at least they give you enough resources for fights and the levels feel like physical places instead of floating arenas.

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I think they have more interesting combat behaviors than you’re crediting them with, but with everything moving so fast in order to pressure the player to move move move, and the player’s very fast movement outstripping even that, the coherent player response is to treat them as though they’re all moving towards them and circle around.

I started comparing this to Diablo III early on. It’s a straight dip into fantasy, but a fantasy only informed by Fantasy, The Genre and the giant statues and noun-glurg speak nothing to me. Even guns are abstracted away from their initial reference; the basic shotgun functions as an ‘interrupt tool’ or grenade launcher. Monsters are introduced with a pausing tutorial that doesn’t describe them as a monster but as a combat function – the poor Cacodemons are reduced to ‘pressure enemies’, Arachnotrons are all about sniping their back turret. And it feels brittle and controlling.

Now that I’m farther (and I can get stuck on a fight in the 4th level on UV because it’s just too fast for me), I think the better comparison is to Pac-Man: Championship Edition. Or rather, the 2016 game is Pac-Man CE, and Doom Eternal is the Pac-Man: CE DX to it, taking the steps forward and polishing them into a flow-machine that has no depth outside of the set path.

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