Passing Doom Eternal, I have repeatedly caught myself thinking that it is uncomfortable for me to watch plot videos in the game. Monologists in the void, awkward silence, a complete misunderstanding of what is happening at the first levels and some kind of feeling of deprivation … As if you were promised to give a glass of good wine to the main dish, but in the end they brought grape juice. Yes, this did not affect the main dish. It Still juicy and fleshy, even tastier than before, but we were also promised in addition to something sensible.
But we will finish with these awkward analogies. We still delve into the plot of the game and its characters.
Let’s agree on the shore. This is not a review in the usual sense. This article only affects The plot component Games, personal opinion about it and a certain objective assessment. Gameplay remains away. Questions and claims voiced below do not reflect my attitude to the game.
This blog is recommended for those who played in Doom 2016 And Doom Eternal. For others – Attention spoilers And perhaps unfamiliar characters.
Let’s start from afar. How the main character was felt in classic Doom And Doom 2? The first thing that comes to your mind is his facial expression. Each action of the player was “commented” by Doom Slayer himself. This is an absolutely useless addition that does not affect the hemplex. BUT! Affects Perception and game experience. Every time you choose a new weapon, ecstasy overflows you. Now you are more powerful, you have new possibilities of destruction of hordes of demons. And then you look at the interface and see that very face, completely reflecting your current mood. You feel this very marine.
Plot in Doom It was not, and if there is no story, then there are no actors (we don’t take text inserts in the account). There are only Bolvanchiki demons and player. The person that we constantly observe in the interface does not belong to the personality or character. This is an image and tool, with which the mood is set for the whole game.
IN Doom 2016 A plot appeared, which, in essence, was only a modest addition to gameplay, but was surprisingly Extremely well set. And in particular the main character. Yes, it is the hero. Now in our hands character with his history and character, which, nevertheless, is expressed by one emotions – anger. But how ID Software managed to combine an independent character with a feeling of unity of the player with a game way?
Firstly, this is the image itselfDoom Slayer. If you look at the image, lowering everything that we know about it, then how can we characterize it? Tall and strong, dressed in armor, apparently a soldier … and … well, that’s all. Neither floor, Neither age, Neither character, Nothing. We do not know anything about him but the main ones for, in this case, the image of characteristics, which means it can be anyone, they can be anyone.
The golden rule of the movie, which works excellent in games, – Show, not tell. In the whole campaign we will not hear a word from the mouth of Doom Slayer. This, as we have heard a lot from some greedy to the costs of voice acting developers, allows us to get used to the role, to feel like part of what is happening. The player during gameplay feels that He will chop the packs of demons, and not some kind of character that launches one-line joke after every third killed, this He personally crumbles Everything around and, by some miracle, makes the technique work, this He betes him at the end, It would seem a faithful ally who wants to death for everyone who invaded Mars.
Speaking of destruction. And how to put a player on the same rails that the main character follows? How synchronize their emotions, so that both react to the events around? U Doom 2016 There is an answer. Show that the player can do the same as the main character. Recall the opening scene. In the first 30 seconds we see the enormous power of Doom Slayer and the rage with which he breaks the helpless damned. And after a minute we will find out that we ourselves have the opportunity to brutally kill, and do not hesitate to crush every oncoming demon.
The unity of the hero and the player ends in the first 5-7 minutes in stage in the elevator. Having tasted a juicy and swift gameplay, neither the player nor the hero wants to listen to the empty chatter of Samuel Hayden. The only thing both are waiting for – Another fight With the creatures of the underworld. That is why the player is fully agree With the subsequent actions of the executioner. And the music is … a gorgeous scene.
The equality of the hero and the player consists in moving inside the base on Mars. We have no idea like everyone else Its elements work, What sliders are responsible for what. Therefore, the executioner has only two paths that Gamer would follow – poke on large and understandable buttons or destroy everything indiscriminately. Isn’t it that we cope with the fact that we do not understand?
Well, now the culprit of the occasion. Executioner of rock pattern 2020. Let’s start with his appearance. Take a look at the character like a clean face. What can we say about him? This Man, middle -aged man, pumped up in armor, Apparently a soldier. Facial expression gloomy, So most likely this character will be presented hardened and harsh warrior. And this can only be understood at first sight.
At this stage, the degree of unity of the player with the character comes to naught, but wait … maybe the production will fix everything. A … no. Now we have full-fledged KAT scenes, where, in addition to the first-person species, we can observe the executioner and from the side. Calm, do not scatter. Perhaps unity in the capabilities and behavior of the executioner himself and the player? Yes, it has been preserved, but with slight changes. The player still behaves like a beast, finishing more cruel than effective. All these micro pauses before piercing a soldier or a frantic clogging of a rock hunter. All that the player does is kills and enjoys this. And the executioner? And the executioner does not enjoy the murder, it acts as efficiently as possible. He shoots one reaper in the face, cuts off his head to another with one movement, does not even finish the Creator, but simply listens to her final monologue, pierces the brain of sin, breaks the blade and jumps as quickly as possible. The exception can only be called the finisor finishing. It is impossible not to enjoy the scene there. In other videos, there is no pleasure or atrocities, only the practical application and effectiveness. This is not what we expect from the executioner.
Fine. The player is not equal to the executioner. But ID claimed that they worked out the plot and characters. For passage we learn the history of the hero, its origin. Let’s take a look at him separately from the history of the series. With this angle, the question immediately arises – ""why doesn’t he say?". He does not even let the slightest comments in response to the interlocutor. Why? The answer in the game is.
The executioner of Rock used to be an ordinary marine, which, apparently, went crazy and did not see any other goal, except to ruin the skulls of demons. They try to serve a full -fledged background in the form "Look, doom Slayer = doom guy. You don’t need to know more". He could well speak. Yes, all his speech in flashbacks is limited to curses to enemies and guts, guts, guts, but still it was a conscious speech. So why in the main game the main character does not say at least this? The answer is simple: BECAUSE. And I’m serious. If you have not read the code, then here you have a clipping from one entry with the history of the guards.
He just stopped talking. Neither chopped language, no price for great power, nothing. He is just too cool for human speech. Great character, right?
Suppose. The executioner keeps a vow of silence, but maybe he somehow manifests himself during the plot? Finds new ways to solve emerging problems. No. The whole ship is controlled by artificial intelligence Vega, it reveals the location of the reapers or ways to get to them, it opens all the doors and controls all the equipment around. From the executioner you only need to press the button, insert the battery or some other action dictated by Vega. Even when Vega is at a dead end and does not understand how to get to the last step, Dr. Hayden appears, who instantly finds the way. Even a brilliant idea to shoot Mars of a huge BFG-10K is not offered ours ”reckless"The executioner, and his ship.
In the end, we get:
– The main character has a large number of specific characteristics that can greatly distinguish him from the player and not let the latter get used to the role.
-The production of KAT scenes represents us observers, and the executioner is an independent character.
– He is not perceived as an executioner from Doom 2016
– The executioner was written simultaneously with an eye on its previous images, so as not to upset the fans, and with a guide to create a story and peace with its big Lor. The balance is not observed, because of which there is no unequivocal perception of the hero.
It is extremely disappointing for this character, especially considering that the same people literally four years ago turned out to be a great executioner of rock. Moderately close to the canon, but at the same time opening on the other side.
Let’s speak directly. History is extremely simple and unpretentious. The executioner of rock strives to stop the invasion of demons on the ground. To do this, he needs to eliminate three reapers and the souls guarding their souls. The first two are quickly, and the Channel Creator hides the third one, who arranged an invasion to absorb the souls of earthlings and save her world with this energy. The executioner eventually finds and kills the priest, but the kan does not give up and calls the icon of sin – the most powerful titanium. We first deal with the kan, and then kill the icon of sin on the ground. And the curtain. Here is the plot in five sentences.
And what else is needed from a meat shooter with an emphasis on the gameplay? Just question, but I will give the answer to it a little later.
-Marty Stratton, Game Director
And he did not lie. Unfortunately, the developers have invested more forces in Creation of Laura, rather than writing logically built and holistic history. The first is a lot in the game. It is dedicated to its disclosure even The whole level. Remember the arrival of the executioner to the monastery. Before the battle with the boss, only notes are waiting for us, flashbacks and monologues Kang Creator. And this is actually incredibly cool. The authors came up with a long and exciting history of this world. About the guards who sought to protect their homeland, but who turned out to be blinded battles and failed to notice the traitors in their ranks in time, about the creators who succumbed to the temptation of Argent-energy and the salvation in it, the origin of the Argent Energy itself, a little ridiculous, but still entertaining, the origin of the executioner’s forces, the history of the traitor and the icon of sin. All this is insanely interesting read. And the last sentence overlaps all my praise.
The idea with a special code in which all the information about weapons, demons and the past of the universe will be stored, in my opinion, outdated, But still has the right to life. In our case, this approach loses all its value when this in -game library is filled with dozens of large reports and descriptions in which the plot elements are hidden, which could play a role perfectly in the direct narrative.
In this and The answer lies The question asked above. Yes, the plot is not required meat to the butcher. With the proper approach to gameplay mechanics and game design, an excellent game for the general public can be obtained. But the authors Tried to create Something more, and Created. They had in their hands the already finished material that would have shown himself perfectly in the main campaign, but applied it for other purposes. Therefore, I consider these claims reasonable.
Weave new storylines hidden in the code, into existing ones Madslots Casino review not necessarily. Doom 2016 years perfectly coped with the presentation of Laura through the environment. All the same golden rule of cinema – Show, not tell. Remember these holograms telling about what is happening at the station before the invasion. Some of them talked about the things that were completely unnecessary for the main plot, but extremely interesting for the formation of a picture of this world. Formation of the cult around Olivia Pier, the doctor’s expedition was found and the finding of the sarcophagus with the executioner. Even the obelisks voicing particles of history worked perfectly to open Laura. And they worked similarly as the code works in the sequel: Interesting – you listen/watch, Not interesting – you go further. And in Eternal? Dry tons of text.
It can be assumed that in the 2016 doom of the 2016 Laura was few and it was directly related to the plot of the game itself. Now we have a deep background that reveals the history of the world, characters and their motivation, but not always intersecting directly with the narrative. Here without the Code is nowhere, but how are the stories related to the plot shown to us?
Remember the Souls-Borne series and his bosses. In which case you experience more emotions from the battle? When in front of you is a simple hunter, whom you will see more than once for the game, or a father who has crashed crazy, hacked his own wife and left his daughter to eat the creatures of the moon? When you have a big giant with a fiery sword or the ruler who tried his best to save his people from terrible death, but could not cope and remained sitting on the throne, surrounded by ash and frozen faces with horror?
I can argue after my first passage, many did not know that in fact the icon of sin is the soul imprisoned in the body of the titanium the son of that very traitor. The former guard received such a name because he betrayed his people for the resurrection of his offspring, but he was deceived, because of which the soul of the last was sealed and forced to suffer until the end of the time, and the relatives he betrayed, lost their last battle.
Someone generally remembered this character? Why is it needed? Without immersion in the Code, its role in the history of the world, the meaning of the nickname does not play any role at all. That is, all our empathy in relation to this hero is built according to the scheme "Oh, I saw this character, yes, probably sorry for him". And this is only if you look into the code. Why it was impossible to develop this topic? Put, for example, his At the end of the game instead of starting, to report that we are going to kill the icon of sin and Show his torment. This episode would have been perfectly suited to dilute the dynamic gameplay no worse than the Platforming developers so praised by the developers. And such stories are still a mountain and a stone from above. About the evaporated collapse of the Creator, about the transition of the reapers to the dark side, about the surviving guards, about the origin of Vega and much more.
There are many holes in history. Here, there will be nothing to answer about the claim for the plot in meat shooters. Just at least some There is a plot, Means There is something to make out. In particular, I want to make out some branches of the plot that Incorrectly served, do not make sense Within the framework of the given rules or simply interrupted and not developed in any way.
First of all, I would like to learn more about Rock stronghold. What kind of fortress is this? Where did she come from? The last time we saw the executioner when Dr. Hayden teleported him back to hell. How he got out of there? It was in hell that there was a stronghold or in our world? This hub-location is served as something for granted, But since she plays an important role in the plot (Vega, Hayden, the power of the fortress, teleport), I would like it to be more carefully sewn into the narrative. And yes, I will not forgive ID Software, if they will not let us rule in the next part with that giant fur.
The next question I already arose in The first 10 minutes. And what kind of glowing medallions? Yes, it is clear by the monologue of the first priest that they make the body and soul of the last vulnerable, but where did this object come from? Here, in general, a problem begins to manifest itself, which would have been perfect for another argument in favor of the lack of unity of the player and the executioner.
Unlike the last part, the main character knows about the world and what is happening in it More than us. And it’s not about the past of the lost cities and the appearance of demons, but about the directly what the player interacts with. Medallions, a detail from the second level, which we need to find the second priest, the place where it is charged, the mechanism of work of the crucible and the algorithm for its charging and so on. Previously, the executioner, like the player, fell into an unfamiliar base, with the equipment of which he had to mess with, and then the main character is well aware of everything, but in view of his silence Doesn’t really want to share his knowledge with us.
So the medallion. The second time he appears, as expected, during the murder of the second reaper. Only now we still do not understand where the executioner comes from. But the fact is that for some reason the developers were too lazy Expand the KAT scenes And show how Medallion flies out of the corpse of the guard. The most interesting thing is that we see similar only at the time of the third and last murder. Why such a production? Intrigue? She is not at all to the place. Yes, before the battle with the Rock Hunter, we are told that before killing the reap, it is necessary to defeat his guard. But how the player should tie it with medallions? Insignificant but beating the quality of the story.
The next fragment that caused questions is already the mentioned murder of the third priest. Even before the battle with the gladiator, I read in the code that the murder of a guard in the territory of the monastery would entail the consequences. Even before his death, the priest himself directly says that we will not forgive us a violation of customs. Of course, we do not listen to him, and a crowd of guards runs out at us. And that’s what? We violated the rules, the guards are trying to kill us, but what? We are now an outcast and cannot return to the previously native abode? So we don’t need her. The executioner has the only goal in life is the extermination of demons. What the hell is allies in the person of the guards? He has already received strength from them. He doesn’t need them anymore. Then why we showed this scene and generally introduced these rules? He touched the tricel? A very controversial fragment that is not a leading story anywhere.
Hargograms of the UAC, which calls for the Demons, awarded me and the holograms that appear during the game. We will omit the indignation about the loss of a certain seriousness of what is happening due to the fault of the publisher, which never changes. I want to ask a question regarding these same replicas. If in Doom 2016 such holograms came across, then it could easily be explained The cult of Olivia Pierce and its position in the organizational structure of the UAC. There is no Olivia here, Dr. Hayden, who returned from Mars and retained the post of director of the UAC, spoke, for obvious reasons, against demons and was actively invested in the fight against them. Then where do these One-Line’ra?
Here I would like to finish the listing of claims in and so protracted analysis. Still, of course, there are questions to the integrity of history Doom Eternal, as for example, Hayden’s return to Earth or drain the line of Seraphim, which was so named, apparently, only to draw a parallel with the Holy Scriptures, but I would like to finish it on this.
Doom Eternal – A unique game. Her approach to the production of battles amazes. Podo Micro Micro mechanics, who, after little practice, are launched without exception, the widest set of skills and “branches” of pumping, which allow you to choose the most suitable style from the very beginning of the game, incredibly dynamic battles, instantly introducing into a stream state, which is impossible to tear away, and the soundtrack of Mika Gordon, which makes it out to the goosebumps in every battle.
But There is nothing perfect. There will always be unfinished or simply weak aspects of the project. So for me personally, the plot and interpretation of the protagonist was a big minus. As repeated more than once, the plot in a meat shooter is not important. I understand that for many Doom is cool.
Nevertheless, for me personally, and for many, to whom the plot is not indifferent, the presence of it in a high -quality and worked out form would Doom is even cooler.
Doom (2016)
Doom Eternal
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Well, I don’t know. I just expected this from the executioner. I like to see in him not a crazy maniac enjoying a massacre, but a warrior, each movement of which is clearly verified and brings the maximum effect.
Here I, perhaps, agree. In two hours of the game, I did not understand anything. Nothing at all. I have played so far for only two hours and, to be honest, I don’t want to play further. All these elements that have taken out of nowhere, such as a base, huge robots, lost cities, etc.D. Because of all this, I am not imbued with the atmosphere of the game and I just are just not interested in continuing to play. In the 2016 game, the plot did not go particularly far from the original doom, but there I was able to imbue the atmosphere of the game and I had a clear motivation for action. Well, like people wanted the best, but it turned out as always and everyone was gobbled up, and we must fix everything and save the stupid people. In Eternal, I do not feel anything like. When Vega once again told me to go somewhere and do something there to save the Earth, I looked out the window at the base and asked myself: “But I have not to do it?"… and then I turned off the game ..
In general, as for me, the image of the executioner is finally mutilated. During the study of the hub, I came across some packs of chips, chocolate, electrihitars. Damn, oh well! He is the greatest warrior, about the age of about crap of years, who devoted himself to a continuous struggle with demons! What the hell are guitars make here?! This shit should have Duke Nyukem or a serious Sam, but not at the executioner of rock.
Cool design. Like
About the theme of the material – completely agree. Gameplain game generally does not look like a doom. I already got into many of my acquaintances, but I will not refuse words. I was hoping at least for the plot, but it is empty. All these stories of the authors at QuakeCon about an interesting story behind the appearance of Marauder, about an incredible plot … I don’t know, there was no motivation to play at all. For me, the game failed on all fronts. But don’t take me away! It’s just my opinion!
Well, actually, from the ending of the D2016 it is incomprehensible-either Hayden pushed him to stasis like Ji-Men Freeman, or where else.
The holograms of the UAC, who appeared during the game, were alerted to give his soul to the demons … Dr. Hayden, who returned from Mars and retained the post of director of the UAC, spoke, for obvious reasons, against demons and actively invested in the fight against them.
And here there are two types of people on the land of Doom Eternal: survivors and sectarians from the UAC, commanded by the second priest, who is located, a surprise-surprise, at the level of the "Base of sectarians". So these are the same sectarians and recorded these holograms, they say, people, you all the khan, tick with the city. And Hayden has already returned during the invasion of demons to Earth and headed ARC – Armored Response Coalition – which was already in the process of creating surviving heads of state.
I like the Code from the D2016 more, it is more designed in a single scientific style: a description of all the “regions” of the Martian complex, types of weapons at the base, sorties into the world of hell and captured demons. In Eternal, this is just a text that describes events, only the history of the night guards and their world is written on the "ancient" syllable, for this plus. And these two codes from two in order of the following games are not constantly incorporated among themselves-for example, the history of the spectrum (invisible kicks): in 2016, scientists chemicals with the usual kick, and he fled to hell through the portal and it turned out there, and in 2020 it turns out that the usual kicks “a hundred years ago” cursed someone in hell. And such holes are everywhere – both in the main history and in the code.
Eternal has become more aggressive and faster, here is the very hurricane action that I missed. But the developers also stated that in addition to the honed gameplay, they also devoted time to the plot with Lor. And when you pass the game, you again open a bunch of text in the “CPC” of the executioner, as it was in the last game – it becomes a little offensive (+ hole between these games).
The executioner seems to be asking the same question as you are during your passage, but still there is a lot of responsibility on it, which means you have to go and kill.
Well, it’s all clear. Only if in the 2016 doom I was imbued with the motivation of the hero, then in Eternal all motivation remained with the screen. There is no longer a hero with whom I could associate myself. In fact in Doom: Eternal returned to the original doom dilogy in terms of the story and disclosure of the hero. That is, if in previous games we had at least some hero whose motivation reached the player, now we just have a gun on the screen. The feeling that this gun was holding in his hands disappeared. I am glad that the hero has some goals and motivation for action there, but I do not have them. And since I have no motivation, so let the executioner sit and eat his chips.
First of all, I would like to learn more about Rock stronghold. What kind of fortress is this? Where did she come from? The last time we saw the executioner when Dr. Hayden teleported him back to hell. How he got out of there? It was in hell that there was a stronghold or in our world? This hub-location is given as a granted, but since it plays an important role in the plot (Vega, Hayden, the power of the fortress, teleport), I would like it to be more carefully sewn into the narrative.
Thank you for this topic, some things have now got into place. I’ll add a little, I will try not to repeat what is already voiced.
After buying the game, I could not go further than several levels due to aversion to changes in the game. Only now, a few months later, finally forced himself to play again and question himself. Plunging into the process and scoring on how it looks, it turned out to be easier to do it. Gameplayno liked the game, although not without reservations, but regarding the plot and the world as a whole … this is some kind of darkness)
The 2016 game was a simple, but rather strong sai-fi story, which mysticism fit from a conditionally scientific point of view. The environment (except hell, of course) corresponded, as well as weapons, like texts, history.
Game 2020 … This is no longer thought, but something else turned out to be. First impression: this is quake. Judge for yourself:
– A mixture of a shooter and slasher, knights and guns, demons, ancient gods, portals, a sent fighter who is trying to stop this nightmare. Quake
-The war of people with creatures, which is a mixture of machine and flesh, directed by a semi-machine super-income that turns captive people into cars in their service, tormenting them or letting them on fuel. Quake II, Quake IV
– constant monitoring of resources in the arena and game from them. Quake III
The second impression: Hayden plunged the executioner into a narcotic dream, in which he sees his interpretation of how the world works: hell and paradise, ancient gods, the world of warriors, giant robots, unreal weapons (a rocket launcher with chains and skulls), a racing house where chips, records, toys and guitars are laid, and this is a tactile BFG that works from a regular manual manualBEEFGI.
This version attributes all the flaws of what is happening at all: the suddenly appeared fortress, and like-gods, and the transformation of weapons from conceptual-technological into mystical-gesto.
Previously, the weapon was not only more … adequate, how applied to fictional futuristic weapons in the game, it was served differently. We took a gun from the numb hands of a dead warrior. And now the gun is just a colored layout in the air.
We pulled out a chip from the armor of the fallen to insert it into our armor and thus strengthened it, apparently, there were some data or just an additional RAM … And now the ghosts are given to us silver plates that strengthen … something is strengthened … Beware, demons, my armor is reinforced by a 12 person’s service! Instead of a suit of a unicorn, they had to make a maid outfit.
There was a piece in the orbit of Mars from the former immersion, where we take a plasmogan from the rubbing warriors … And this is not necessary for anything, because we have already had a plasmogan a long time ago, and this piece was needed only for a trailer to show: “Look, the game will be the same atmospheric!»Insolent deception = (
Previously, we really were in the skin of the executioner, which before Feni was these tedious explanations, and we exclaimed joyfully, seeing how he puts the screen from the path, not wanting to listen to the instructions, as in a hundred games before. We did not want to run on the errand because of the dubious benefit to preserve something there, and we knocked down the most difficult devices with fists and boots. Rage and anger, rip and tear!
Now the executioner is shown from the side, but not only it knocks out of immersion: the fact that he stopped breaking and destroying, but obediently runs along the direction of others, the fact that in the cats he looks like an immensely tired guy, and not an anger angel of vengeance. Like, that, go somewhere again? Oh, well, La-Audo … (something the third Dead Space reminds, by the way, where instead of atmospheric attempts to survive and be saved, you are stupidly running for any wildest instructions and you do not care about all these horrors).
Some of the things have changed, some disappeared, some appeared from nowhere. Well, they can tell us in continuations-films, where Hayden threw the executioner where the fortress came from … But why it was impossible to say right away?
Ok, we will not run in outdoor space now, because the costume can be partially opened. But how can the executioner know where the difficult? What if the depressurization of the fortress? What if the portal is not there in the wrong place or after the demon you are not there somewhere in the wrong place? This dressing is as logical as fighters on the battlefield without a helmet.
And all in order to ensure that in radioactive waste it could not be splashing without an unreasonable, but fan -service costume of protection. Whether it was worth it?
Seraphim, which was in 2016 only in the picture, was shown firstly and it turned out to be Hayden. Well, it’s clear where the executioner got such forces. In somewhere, infa rolled up that his name was not Hayden at all, but he simply took the name of the deceased scientist to create on his behalf … what he created. Maybe they will even tell us someday why he started all this, t.To. So far, a cunning calculation is clearly visible in his actions, but the goals (except perhaps the banal destruction of the old order) are not clear.
But why fade vega ahead of time? What is the use of this knowledge now?
The game as a whole turned out to be very crumpled and raw. That in terms of sound (I personally after 2016 seemed to me, but in places and wretched, but certainly a taste), from the point of view of the script, in terms of visualization. But-a ton of Fanservice in the form of the appearance of demons, some of their old incarnations, hilly flasks, costumes and all kinds of garbage. And this is doubly disappointed, because playing it is pleasant and interesting, the boss-files are the same, tactics for different monsters-but it is as clumsy as the lunas icon for weapons.
Thanks for your attention to the design!
In general, yes, everyone has the right to opinion. So I am not at all against speaking even about gameplay, even the subject of the blog plot
So we meet a traitor closer to the end of the second level, back in the first part, not everything coincided with the fact that the executioner is a traitor.
Good article, and in general, I agree. The plot also seemed to me fresh. As if the ENT is developed, but the plot does not keep up with him. Yes, they stuffed Fanservice, but also plot holes to a heap. In 2016, the story was simpler and more chamber, and in it simplicity was in the subject, but here ..
The traitor line is not finished, where the fortress came from, Hayden speaks the exposition, Kan pushes typical villainous speeches. DLC may be corrected, but it is a pity that in the end, everything turned out in the game
Hayden and Seraphim are voiced by the same person. Even the phrase that they say almost one-in-one-about the gift and that it will help in the way. There is no direct confirmation that Hayden is not a reborn Seraphim, but there is a cloud of small hints (it seems that one of the scientists says that Hydeen’s body is clearly alien).
Thanks for the comment!
As for the executioner – nevertheless, in the background, he is served just as a fighter who wants only to tear and throw. Yes, over many years of battles it would be strange if he had not reached skill in his business, but still the animal athletes seemed to be anywhere and did not disappear. This is miraculously reflected in the gameplay, but in the KAT scenes … The executioner seems to be asked the same question as you are during your passage, but still there is a lot of responsibility on it, which means you have to go and kill.
Here, only movements in time will help, like Hayden flew to the past somewhere after Eternal and became Seraphim to close the loop ..
I believe that Hayden is definitely a person, t.To. In the first part, his Portet hangs (at a respectable age), and if he were Seraphim, he would have been so striving for Argent’s extraction, because his people already, to put it mildly, stumbled on this and then there would be no point.
But this is where he got this exoskeleton, maybe someone caught.
P.S. The blog is wonderful, the author is two teas
And somewhere hinting at it? Maybe I missed. Just Hayden, sort of like, before he was a man, and Seraphim shown to us was clearly not like that. If this is true, then I agree with the comment from below
This is of course a dishonest technique, but at least something. The main thing is that the approach to the plot to change. If DLC just brings us 10 new articles in the code, then this is already unforgivable
From all twists, I was probably most frozen by "Vega is my father". Not only does this twist do not affect anything at all, it still does not make sense (how Hayden could get into the world to the creators and pull the most powerful creature in the universe even before the events of the game of 2016?), secondly, the game clearly led one differently (it is said in the notes that Seraphim is related to the disappearance of his father, and he, as we know, was buffwon the executioner, so I suggested that the essence of the Father Sobsno was placed in the executioner during an upgrade).
I really liked Doom 2016 and a year ago finally got to Eternal. I just abandoned him in the middle. I did not understand at all, the game seems to have nothing to do with the previous one, nor gameplain (I exaggerate, of course, but the sensations are completely different), nor plot, it is not clear what comes, where did it come from, as if I missed another game, the post -fact of the rewritten plot. The plot is not expanded after the previous part, but rewritten. The game turned out to be a colorful arcade with unrelated levels, earlier the whole game with a sequential plot was strange, it is clear what is happening, where and where we are going, in Eternal we teleport but unrelated locations, observing the crumpled plot.