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DOOM Eternal
DOOM Eternal

Genre: First Person Shooter
Developer: id Software
Publisher: Bethesda Softworks
Thursday, 15 August 2019
Post by KostaAndreadis @ 12:50pm 15/08/19 | 0 Comments
And you had us at 'Summoning Wheel', the interface used by player-controlled demons to spawn in enemies to take on the Slayer. With DOOM Eternal out in November, this time around it's approaching multiplayer from a very different angle - a 2v1 multi-round battle between a pair of demons and the DOOM Slayer.

With abilities, cool-downs, resource management, portals that only the Slayer can use, upgrades, and new abilities that open up the longer a match takes there's certainly a lot happening in BATTLEMODE.

Developed in-house at id Software, it looks to build on the mechanics and gamaplay found in the single-player game. Bringing all of the tactics and combat puzzle stuff into the realm of PvP. With multiple maps and a suite of playable demons set to be available at launch it's something we can't wait to check out - and figure out. Because, yeah, there's a lot happening. But if it manages to capture the feel of DOOM Eternal, then there's every chance it'll turn out great.
Monday, 29 July 2019
Post by KostaAndreadis @ 01:12pm 29/07/19 | 0 Comments
With DOOM Eternal launching in November, over the weekend we got an update look at its multiplayer component called BATTLEMODE. Which pits one player as the Slayer against two Demons. Players will get to choose one of five Demons (Revenant, Pain Elemental, Mancubus, Arch-vile, or Marauder), each coming with their own special abilities. Including being able to spawn minions and place traps.

One of the more tactical abilities that takes time to charge is being able to stop the Slayer from regaining resources via chainsaw, flame, and glory kill - which restores ammo, armour, and health. Slayers apparently also spawn with a full suite of weapons and power too, so BATTLEMODE is described as a tactical game of cat-and-mouse. Except that the cat and mouse are gods and demons.

Check it out.

The mode will launch with six maps, and rounds will be determined by who kills who - with the Slayer having a 20 seconds to, well, slay the second Demon after killing the first. Action is also expected to heat up as matches progress with the Slayer getting the chance to wield a BFG and Demons being able to spawn in an AI-controlled Baron of Hell.

It certainly sounds involved, and very strategic. A different direction than DOOM 2016's standard deathmatch offering - and one that has the potential to feel unlike anything else we've seen from multiplayer DOOM.
Monday, 24 June 2019
Post by KostaAndreadis @ 12:44pm 24/06/19 | 0 Comments
Via a suit of mods and maps and the popular GZDoom that takes advantage of modern hardware. Still, this is very much classic DOOM from the 1990s cut together in an impressive recreation of the E3 2019 trailer for DOOM Eternal. A definite must watch.

Check it out.

And here's a side-by-side comparison of both trailers.

Awesome stuff, and we love how YouTuber 'Szczebrzeszyniarz Brzeczyszczyczmoszyski' managed to get all of the perspectives and camera angles just right.

DOOM Eternal is out November 22, and as per our recent hands-on it's not hard to see why both old-school DOOM fans and newcomers alike are counting down the days until its release.
Thursday, 13 June 2019
Post by KostaAndreadis @ 02:49pm 13/06/19 | 0 Comments
Prior to the release of DOOM (2016) the game made its playable debut with a multiplayer beta that was admittedly quite average. Although quickly overshadowed by the brilliant single-player the post-release roadmap focused heavily on the lackluster deathmatch - initially at least. With DOOM Eternal firing on all cylinders, it too is getting a PvP mode, but one with a twist.

Called Battlemode it presents a 2v1 multiplayer mode where the 1 in this case is a fully armed Doom Slayer going up against 2 player controlled demons. Echoes of Evolve, but faster-paced and very DOOM. It looks awesome.

This is being built from the ground-up by id Software too, with the goal being to pit the skill of a seasoned DOOM player against the strategy of ability-based demons.

For more on DOOM Eternal check out our recent extended hands-on preview.
Monday, 10 June 2019
Post by KostaAndreadis @ 12:30pm 10/06/19 | 0 Comments
As part of E3 2019 we had the chance to go hands-on with DOOM Eternal and witness the evolution of the id Software's classic re-imagining of the iconic series.

The subtle genius of DOOM Eternal’s design, and it’s tough to use that word to describe anything about the game, comes with just how brilliant and oddly inessential the grappling hook - or meat hook - is. The secondary fire mode for the series’ iconic Super Shotgun presents a wonderfully focused implementation of the videogame grapple hook. Instead of being able to hook onto any rough surface for traversal, its usage is limited to the meat and fleshy bits of the wide range of demons you come across. Brilliantly, this both amplifies the effectiveness of an already powerful weapon whilst adding a new dimension to the push-forward always-moving combat that is the hallmark of an id Software shooter.

At this point it’s common knowledge, at least in the digital realm of Doom, that the closer you are the more damage a shotgun does. And when it comes to ‘Super’ shotguns, that’s a lot more damage. So then why not prime the weapon, hook onto the fleshy bits of a demon, and fly-in in close enough so that as soon as you see whatever hue of glowing red makes up their eyes you can quickly send dozens of pieces of them on a one-way vacation to the nearby walls and floors.

Click Here to Read Our Full DOOM Eternal Preview
Monday, 20 August 2018
Post by KostaAndreadis @ 04:53pm 20/08/18 | 0 Comments
At QuakeCon 2018 we had the chance to sit down with id Software's Marty Stratton and Hugo Martin to chat about DOOM Eternal. Even though it was hours after the explosive gameplay reveal, we were still a little speechless about what we saw. Clearly an impressive debut, even for id Software, and one we were keen to learn a bit more about.

“One of the big things, we wanted to [create more] tools, so that way when we got down the path of designing levels, we wanted to do something interesting beyond just the loop of kill a guy, stagger and glory kill,” Hugo Martin adds. “You got to have the tools in place to be able to do that. So, things like wall-climbing opens-up some interesting opportunities for traversals, or mid-combat activities, or secret hunting. The dash combined with the double jumps, monkey bars, all these things combined, you're gonna be able to get into some interesting spaces in [DOOM Eternal], and that's what makes a game great. I mean, look at Tomb Raider, [Lara]'s got a collection of abilities, and it's how the designers put those abilities together that make for a compelling game to play.”

Click Here for Talking DOOM Eternal with id Software