![]() One example that stood out to me is the opening area of Dark Entries. Of course the lack of 64's scripting capabilities and the such make some parts of various levels different by necessity, but the workarounds to keep a similar experience work pretty well. We even have some creative QoL improvements that I wish were in the original, such as dioramas near some specific switches showing exactly what hitting it did in another room. And for what it is, big thumbs-up on the execution, as it does all feel like what Doom 64 would have been like if it was made with Doom II's engine, assets and visual/musical presentation. ![]() ![]() Played through this a while back via GZDoom, going in with the expectation that this wasn't going to be the spooky ambient experience of Doom 64, but rather a re-interpretation of if this came out years prior as, say, a Doom II expansion of sorts.
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