August 15, 2025

How doom makes the player move

I think few who will argue that the AAA-Schools market today belongs to two giant series. I still remember these eternal holivars “Cod or Battlefield”, where the opposing sides washed each other virtual bones, analyzing each aspect of the gameplay to the smallest. And only recently, Bethesda began to attract the audience with very interesting and demanding works: Wolfenstein and Doom. The latter will be talking today. Standing apart compared to competitors, it stands out for its key, in my opinion, line. Dynamism. It is in this game that the main character has to run from side to side, not stopping at the shelter. Let’s try to see this in horsemen gameplay elements.

One of the key elements that affects our perception of the game and the dynamics of the gameplay is opponents. There are 20 types of them in the game. 3 of them are bosses that are unique, and for the description of which a separate article may leave. The remaining 17 can conditionally be divided into enemies of near and distant battle. While the first strives to cause you heavy harm with claws and fangs, the latter want to kill you with guns and conditional magic.

7 near -battle monsters will try to tear you up with claws, break the skull to you with a weighty blow on top or just tie and clatter. This team of like -minded people includes: a knight of hell, a lost soul, kicks, an obsessed, obsessed engineer, limp, a ghost. There are two methods of combating them: either to kill them before they disturb your comfort zone, or keep the distance, constantly moving in level. By the way, the first method begins to work at the later levels worse.

The 10th miners of the devil’s devilry will use remote weapons: the Baron of Hell, the Charian, Kakodemon, Imp, Mankubus, Revens, Office of the Soldier, A Hell Drusher, Obsessed Guarantee, Cabertmankubus. Opponents of long -range battle are equipped with various guns and blasters, the speed of the shells of which is relatively not high. So, we can literally dodge the IMPA shells, which cannot be imagined either in Battlefield, or in Call of Duty, or in Wolfenstein. Thus, even a simple and insignificant detail, as the flight speed of the projector can determine both the player’s behavior and the style of the game itself. But this is not an innovation at all, which did not find its application in the series of Schutroe series described above, but only the specifics of the Shoot ‘Em Up genre.

The desire of the developers to make you move and run is especially visible and obvious in boss files. During the battle with Cyberdemon, the guard of hell and the lord of the spiders, we have to jump, run from side to side and dodge. At the same time, the location is the most arena in which there are no shelters at all. And this happens with all the bosses, while maintaining the originality and interestingness of each battle.
(GIF with Cyberdemon)

The key influence on our behavior in the game is exerted by locations and the environment. The environment can make us look for a secluded place from which to shoot enemies, or run from one point to another and not stand in one place longer than 5 seconds. If there is a place that opponents cannot reach, then with a high probability it will be chosen by the player, as it will bring large dividends. Location with many shelters (GEars of War for example) will indirectly encourage the player to use these environment elements, as they carry an advantage and a higher probability of victory than an open confrontation.

Therefore, there will be https://slotmonstercasino.uk/login/ not a single place in Doom where we could take a breath and read “Our Father” to protect against devilish creatures. This is due to the fact that the locations on which the main battles take place are arenas. Made in such a way as to provide us with horizontal and vertical movement, we are forced to move from one conditional point to another, simultaneously dodging evil spirits.

On the first arenas, the player feels constrained. The space constrained by the new environment and monsters is used inefficiently and not fully. However, with the growth of experience and the replenishment of arsenal, the missing skills are acquired. The player begins to correctly use the vertical component, analyze the location of the ammunition and apply the developed tactics.

There is no doubt how and with the help of which the enemies of enemies are being sent on the last way to influence our pace and speed. As an example, we can reduce the weapon. Or rather her absence in doom. Most of the weapons in the game have no clip and stores, and accordingly the protagonist will not have uncharged weapons at the most crucial moment. As an exception, a superbrower and additional modes of some trunks (microgranate of a combat shotgun, for example) can be distinguished as an exception.

Thus, without being distracted by unnecessary manipulations, the player can fire as much as his holy soul pleases (in fact, the cartridges have not ended). Such a trifle is significantly distinguished by doom from other modern shooters. In the same Call of Duty “trench” behavior is reinforced by the need to reload the weapon, during which the player is most vulnerable.

Also, speaking about weapons, I cannot but note the lack of an emphasis on the developers on long -range weapons. The game has 10 unique "dead" demons. And all of them have great efficiency at close and medium distances. By the way, our hero, when pressing the right mouse button, will not press the barrel tightly to the cheek in order to aim. Aiming in the game as such. Thus, the player has no motivation to stand and shoot enemies from one edge of the location. As an exception, you can show the guuss with an improvement in the “exact arrow”, the cartridges of which are not endless.

Together with the weapon, the ammunition to this weapon is also important in the gaming process. Sooner or later, cartridges to your favorite shotgun end and have to look for new. There are two options for replenishing the reserves: it is to choose a place secluded and prepared for us with developers, or literally shake off our enemies. The second is possible with a 100% probability when using a chainsaw. Thereby the motivation rises to run away from one enemy to another.

Here it is impossible not to note the ultimativity and reliability of the chainsaw, against which even the strongest opponent cannot resist. Thus, the following tactics are formed – we shoot and run, when the cartridges end in undertaken by “friendship” and get useful and rare earth metals from the sawed cabbage, continuing the fight against evil. The only thing is to note that the fuel for a chainsaw from the sawed corpse cannot be reached, no matter how you want. So, the weapon can stimulate us not to move away from opponents, but to keep close distances in order to get their dividends from them at any time.

Such tactics of shuttle running from one creature to another reinforce the presence of juicy and spectacular finishing. Despite the decrease in the rate and speed of the battle as a result of the operation of the animation.

Strengthening and pumping

So that the game is not monotonous and monotonous, the developers use, first of all, artifact amplification. The berserker mode makes you fiercely move from one enemy in order to manually show everyone where the crayfish winter. In time, the selected rune of acceleration builds up the pace and allows you to ruin from one corner with lightning speed to another. Invulnerability will make us … invulnerable. I don’t want to say anything superfluous here. Four-fold damage makes it possible to feel our old weapon in a new way and enter the courage. At the same time, these strengthening are not in any way, but in the visible and central places of the Arena, thereby forcing us to get out of the edge of the arena and open to the enemies.

Oddly enough, but in the formation of our “dynamic” behavior, tests and tests have. Fulfillment of these gives us the opportunity to pump weapons. Thus, it will be difficult not to pass by mini-prince, because the desire to kill the enemy is faster and more efficiently great.

For each mission, 3 tests are issued. Accordingly, 36 tests will go through the game. There are 22 of them one way or another, but they are forced to sit out in one place, and move, jump from one place of the arena to another. Most of them are tasks for achieving, or murder with strengthening or from the category of "two hares with one shot".

Summing up, one cannot fail to note the merits of the new doom, as a shooter personally giving me the hope that the confrontation of COD and Battlefield will be diluted with such a miracle. Doom is unique. Largely in the fact that this is an AAA project that does not give a hand-made soldier with first-aid kits. Does not scatter a bunch of shelters and stupid opponents-bolvanes. Does not provide a hand price that opens the door to you. Doom is a shooter where the principle of "movement – life" is realized as ever better.

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