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RE: Contra-Agile Advancement Mechanics in Wolfenstein: Youngblood (Part 1: Problem)

in #gaming5 years ago

whoa, that sounds immensely complicated and I don't think i would like it. I had just finished being underwhelmed by a 2015 Wofenstein game and don't really like the sound of this either. :(

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The sad thing is that it's actually a really good experience at its core and gets pulled away from it by things.

The two-person co-op buddy shooter is not terribly common these days (at least not in PC markets), and it has a really great flow in combat and the like.

But every mechanic they add on to try and define the game beyond just running around and shooting turns it from a delight to a chore. Two-person activation for stuff other than just moving to the next level? Check! Advancement that requires you to see three hours into the future to anticipate threats you'll be responding to? Check! Enemies that scale with your progress so you never feel like you're actually powerful? Check!

One of the things that I loved about Doom (and Wolfenstein: Youngblood shares a lot of the same DNA) is that you could go back to an earlier area and just stomp demons into dust. In Youngblood, they try to keep the difficulty static, with no option not to. It gets rid of the whole "I just want to enjoy some carnage" mode, especially if you built for stealth and can't usually do that against enemies of your level.

oh no..... They did away with the stomp effect. That's lame. I NEED that in a game in order to vent when i get to a level that i just can't beat.

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