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>> No.4701490 [View]
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4701490

>>4701416
Played it on HMP, my thoughts are:

The arch-vile trap is a nasty surprise right of the bat, I grabbed that Berserk secret so I could make it, but it was really intense. Assuming I hadn't figured that secret, I would be up for a real unfun fight. The secret to the shower room was interesting, I really needed that armor.

The cacodemon above the door is pretty clever, I haven't seen that done before (though I've read something like it), that REALLY caught me off guard and made me back off in panic. Some may argue it's an unfair trap but you hear him immediately as you start shooting the zombies, and he drops right down into your face, you have plenty of time to move. Great way to surprise the player IMO.
The fleshy secret leading to the courtyard was pretty interesting, it made the fleshy corner less of a random detail and actually made it a feature point.

The Baron coming out of the closet to try to scratch me in the ass is a good surprise, but it's also not a great use of a baron, as you only get a shotgun and chaingun, he could be berserk punched but that's too dangerous of a strategy IMO, they just violate you in melee. Whittling down a baron with just the shotgun is not fun for me, many would agree. Arguably you could make the case to just run down the stairs without fighting him, but he might follow, and then you have a real dangerous monster waiting for you up there still.
I would have put a pinkie or spectre in there, something you might realistically fight with berserk or just the shotgun. It's the second time a tiny closet is sprung to let loose a real mean monster though, I'd advise against getting too reliant on that. Ambushing the player can be fun, but it shouldn't be too predictable in it's setup.

By now, I was REALLY wired and expecting the next trap, the shotgunners were a piece of cake, and the dark storage room had me nervous, but it just had a few imps, and more shotgun shells than I could carry.


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