Showing posts with label Bethesda Softworks. Show all posts
Showing posts with label Bethesda Softworks. Show all posts

Wednesday, 22 January 2020

Doom Eternal - HUGE GUTS



Digital Foundry talk us through the PC preview build of Doom Eternal, with special mention to the game's various high-end display settings and how id Tech 7 allows for blubbery, real-time, enemy damage. As well as allowing the player to centre the on-screen weapons straight out of the box (pretty sure we had to wait for that to be patched in last time), this sequel looks to have massively expanded the vertical play area, necessitating all manner of climbing and mid-air dash mechanics.

Monday, 10 June 2019

E3 - STEEL TEETH



2016's Doom is a strong contender for first-person campaign of the generation (it's either that, Titanfall 2 or the completely slept on Call of Duty: Infinite Warfare) so who wouldn't welcome a sequel that turbo-charges that game's liquid flow of slaughter? Doom Eternal adds even bouncier aerial traversal and big red death buttons just in case there's a chance you might stop killing things for even a second.

Monday, 11 June 2018

E3 - HELL ON EARTH



I don't think it's any exaggeration to talk about 2016's Doom with the same reverence you'd typically reserve for a miraculous reinvention like Street Fighter IV. Both games came out of nowhere to re-establish mouldering brands with an entry that wasn't just good, but exactly as excellent as you remember those genre-defining games being in the first place. Roll on Doom Eternal.

E3 - GRASS



Bethesda's attempt to get in on that sweet sweet battle royale money, Fallout 76 takes place the earliest in the series' post-apocalyptic timeline and, despite all hardscrabble appearances, appears to place a greater emphasis on (likely uneasy) co-operation than your usual open world survival game.

Tuesday, 16 June 2015

E3 2015 - DOOM



Despite the Crysis cyborg suit and a brand new mantling mechanic, Id Software's latest pass at Doom looks to be maintaining the original games core appeal of wildly cycling through loads of amazing, gigantic guns while throngs of demons charge at you from every angle. The de rigueur executions barely feel like a betrayal either, they're just another excuse to fill the screen with gibs.

Sunday, 1 June 2014

BAD TOUCH



This close to release you'd expect The Evil Within to look a little more polished. Waste ammo shooting a jittery cyber ghost and you at least expect something dynamic to happen when he finally backs you into a corner. Maybe Tango Gameworks are intentionally holding back on the death animations? I can't imagine the game will ship with that obscured explosion touch. I hope not anyway. Elsewhere we get a tease of the game's shape - rapid environmental changes, quick think death traps, and roaming around searching for keys. For a fan of Shinji Mikami's Resident Evil entries, that's very exciting.

Friday, 27 September 2013

CHAINSAW MAN



The latest The Evil Within footage out of Tango GameWorks suggests an experience not unlike the abortive Hallucination BioHazard draft of Resident Evil 4. Trailed at E3 2003, this unreleased build saw a poisoned Leon S Kennedy trapped in a haunted house stuffed full of spooky ghosts and creepy dolls. Players would stumble through violent figments of Kennedy's imagination as he inched ever closer to a kidnapped companion from a previous game. As well as high definition reskins of the released Resident Evil 4's siege sequences, it's encouraging to see Mikami experimenting with stealth and finding elegant ways to weave movement prompts into the title's cinemascope mise-en-scène.

Tuesday, 11 June 2013

E3 2013: The Evil Within



Buried under all an acre of ticker tape spam is Bethesda's Pete Hines saying all the right things about Shinji Mikami and Tango Gameworks forthcoming The Evil Within. Hines stresses Mikami's commitment to delivering a survival horror experience weighted heavily on resource gathering and unexpected enemy behaviour. The in-game footage is extremely brief, but there are already a few hints regarding the kind of interactive invention Mikami's games are lousy with.

Wednesday, 24 April 2013

PSYCHOBREAK



Another The Evil Within video from IGN, this time featuring Shinji Mikami and Tango Gameworks staff saying exactly the sort of things you want to hear if you're building the project up to be Resident Evil 4 part 2.

Sunday, 21 April 2013

PROJECT ZWEI



Looks like Shinji Mikami and Tango Gameworks have been hard at work cooking up a spiritual successor to the director's Resident Evil instalments. Watching the later episodes of the YoVideogames Resident Evil retrospective recently had me thinking - why aren't Capcom's horror games trying to be scary anymore? Mikami's GameCube reworking of Resident Evil works hard to create a certain level of tension. Ammo is scarce, enemies take a beating, and everywhere you go is damp and depressing.

Capcom's idea of what survival horror should be has moved so far away from what Mikami and Production Studio 4 were doing in 2002 that the eleven year old game looked fresh and new again. The Evil Within debuts with a a video clip that looks like a grimecore update of the live action FMV that played on boot for the original PlayStation Resident Evil. As a proof of concept this at least looks like survival horror rather than a hamfisted suits attempt to get Gears of War kids to pony up for Japanese games.

via IGN's YouTube feed.