The time period between your "death" and rebirth is interesting, as these terminals commonly references "the first battle" in past tense, and how humans barely managed to fight things back, and then built a military machine on a giant asteroid (on which the game takes place). The only other thing is that there's lore terminals in some secret areas that drop snippets. Once you finish that last mission, you're just opening another connection that only you know how to, "for some reason." Almost like you got the info from some outside source. Nexus: "A connection or series of connections between two or more things." Essentially, the places where everything is capable of interacting, and they just all go after each others throats. Nexus Points are a reference to this too. There's also the idea that if there is nothing alive or mobile, that could be considered "Perfect Order." May as well let the Vessel through and accomplish that, after seeing what he does elsewhere. They probably did this to have a kind of immovable object for the unstoppable force that was Chaos. The Prodeus dimension was likely designed by the Elder Dimension, and as such, had what equates to Admin Access in even the most ancient structures/devices you end up fighting through. Also in the opening, the thing that causes the whole crash is the rune flat out deflects both types of energy focused on it without even a scratch. In the opening you're "killed," and converted in such a way you can't be corrupted by either side, Chaos or Prodeus. The runes are what Chaos and Prodeus are fighting over, you're the guy just there to bring the runes back to the Elder Dimension before others can get a hold on them. You're a freshly made Vessel of The Elder Dimension. But I would like to play prodeus for 4 hours more, despite the boredom in terms of level design and those recolored, stronger monsters.It only kind of makes sense after the last mission. Originally posted by tcassat:I haven't finished the campaign yet, but I already know what levels lie ahead.īut I have to say that Doom Eternal got me extremely bored after an hour. It has everything an excellent shooter needs, but at the same time it sabotages its own strengths. The high-tier enemies are all terrible, without exception, in my opinion.Īnd I could go on and on criticizing the game. I think at least half of the weapons in the game shouldn't have any kind of reloading, in fact Nu-Doom doesn't even have reloading and it works fine (and the game is significantly harder than Prodeus), so there's no excuse. The game is super fast paced and you have a lot of stimuli to play fast, but if you embrace this kind of gameplay you will see moments where your hero will reload 3 or 4 weapons in a row doing all kinds of hand movements like a circus performer. The constant reloadings of the weapons gets comical sometimes. The blue enemies destroy the game's pace later on when you start invading the Prodeus dimension or something. If you want to add varieties of the same enemies, but more dangerous, then it often makes sense to make them LESS resistant to attacks, but faster and more aggressive. One thing I will never understand is why the developers think that making the enemies more spongy is a good idea. The blue enemies anda variations are annoying. Either you embrace these kinds of mechanics, or you don't add them to your game and focus on the basic mechanics. I understand when games like Nu-Doom unlock these things little by little so they don't overwhelm the player, but making them totally optional is beyond me. Double jump and dash significantly alter your movement but are optional as well. The quick swap combo with the shotgun + super shotgun for example is super fun but you can spend the whole game without access to it. but in the end it only serves to make weapons and skills optional, and these weapons and skills are significant gameplay changers. The weapon and skill store for example is interesting and values the ores you find, encouraging exploration. Besides the obvious complaints like the checkpoint system, there are much more serious problems in the game, in my opinion. My complaint is that Prodeus is so close to getting it right, but in the end I think it misses the point. I haven't finished the campaign yet, but I already know what levels lie ahead.
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