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Brutal doom. Brief impressions

Brutal doom is like nostalgic memories of the old game, as if they were true. In my childhood, DOOM, although it was, but that game did not cause me any emotions except the most lazy curiosity, because every time the Odes of admiration for the creation of Karmak came to me, I only spread my hands. It is customary to read DOOM, and there is nothing, but I am still for a conscious look at things, but it is such that this game is immensely old and has long no longer responsible for those virtues that are originally extolled in it.

But Brutal doom seems to be created for https://gamblingdata.net/casinos/vegas-casino-online/ that so that the guys like me could talk about this ancient jester with proper respect. And after all, the point is not at all in the abundance of cruelty that the game pours on the player-although in it too, is that the “thought” finally begins to match his loud name. The game, remaining approximately the same as before, as if it takes several times more dimensions, is that they abstractly called the “depth” – if the original shooting is a rather fresh activity that is more like jaming the enemy, now the player has a full -fledged weapon that sounds, looks, shoots, shoots and feels like it deserves that it deserves it. And this turns everything over – a completely different dynamics, another impact from shooting and sensation from the gameplay, all the other. Because, in addition, these guns are also slaughter, and more than ever the “thoughts” bring closer to the very meat shooter who always had to be.

But although the revision of the shooting brought the game to the desired condition, but without proper opponents there would be no sense in it. What Brutal Doom was done with basic monsters is delight – these creatures, again, did not slightly moved away from their initial plan, but, like the game as a whole, extended the boundaries of their nature, becoming many times more ferocious and threatening, which is the best as possible with supplemented animations. The zombies-soldiers shoot honest shells, instead of vile hitsk tags, because of which you can and should be dodged from shots, Impa’s hands enveloping the flame, foreshadowing the throw of the fireball, more rapidly than before, and they themselves, like brothers from Doom3, are able to sketch near and tear the prey of claws, but pink demons and their invisible ores are finally forced to perceive yourself at least a little more serious.

But what is the main thing in shooters is to feel the power of its weapon, how it takes away life. The main character from now on turns the slaughter rain from lead against the monsters, inexorably exterminating all living things, but that would not be so beautiful if it was not for the total cruelty of this process. Now you are not just killing the enemy, you are free to enjoy how he is irreparably crippled, how unbearably hurts him, and Brutal doom represents some unimaginable feast of sadism in relation to demonic spurs. From now on, the spinal nature of opponents no longer prevents them from leaving the contents of the head on the ceiling, internal organs on the wall, and limbs, beyond unnecessary, throw away away. In pink demons, you can literally make a hole, but it does not die right away, and for some time it writes powerlessly in agony, remaining the tangible subject of the game. The zombies-soldiers turn into a bloody required number of the most ways-in one of them, being seriously wounded, they still continue to shoot at the player. No one would be upset if there were no such trifles in the game, but it is – I am delighted with the volume of work done so that shooting at Doom has become enjoying for me. If you play DOOM today, it is only one-I am convinced, if Karmak and Romero could, then they would do something similar, because if the same ASHES 2063 with the original doom2 does not related anything, then Brutal doom is, in fact, doom and there is a doom. Developed, full -fledged doom.

Alas, the developers did not touch the left -handed and the levels here are original – “where, his mother, this yellow key?”.

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