DOOM features a large weapon arsenal, with most weapons having both advantages and drawbacks. The starting weapons are the fists and a simple pistol. Also available are a shotgun (high damage, slow reload, not good at distances), a chaingun (high firing rate, but slightly inaccurate in longer bursts) and a plasma rifle (combining a high firing rate and large damage). The rocket launcher also deals out lots of damage, but the explosion causes blast damage and must be used with care in confined areas or it might prove deadly to the player as well as the enemies. Two further weapons in the game are the chainsaw for close-quarter carnage, and the BFG9000 energy gun, that, while taking some practice to fire correctly, can destroy most enemies in a single burst. The different weapons use four different ammunition types (bullets, shells, rockets and energy cells), so collecting the right type for a certain gun is important.

I agree. But you know what it also isn't? A 100% Singleplayer experience, a complete package like Zelda or God of War. It absolutely should be, but it isn't. It's actively being forced into a "Live Service" model. I don't know how much of it is Bethesdas doing and how much it is IDs, but someone certainly made the decision.


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Next you reach the main screen. There's the campaign, battlemode and oh: weekly events that persist through both? The focus isn't on the campaign, it's on your online "Slayer Profile": You get shown your neat podium, skin and pose, which are mainly for, you guessed it, battlemode.

But anyway, you jump into the campaign. The good stuff. But there are small little signs, the loading screen stops at 99% for a few seconds (or more) to connect you to Bethesdas service, there are popups that you conpleted weekly online challenges and that your slayer level has risen.

Let's look a bit further. There are features that weren't included at launch: Empowered demons and invasion mode. They weren't included, but certainly planned for launch. They're features that are arguably neat gimmicks, but nothing to elevate your single player experience to the next level.

A starting screen, featuring your online appearance, with Singleplayer and Multiplayer at equal presentation. You're supposed to be always connected, regularly playing, motivated by weekly rewards like skins and icons and poses. This isn't isolated to the multiplayer anymore like in 2016. A way of playing made popular FOR multiplayer games to keep a playerbase, like Fortnite, Rainbow 6 etc. is being extended into the Singleplayer campaign. Events, empowered demons, invasion, all to force or at least highly encourage a connection to your Slayer profile while playing the campaign, to spice up the campaign, to keep even campaign players engaged in the online service, players that would normally play through the game once or twice and then put it back in the drawer for later use.

Now wouldn't you agree that such a game, an amalgamation through which online features are spread like a disease, does rightfully require an Anti-Cheat software? (I'll leave most of the kernel-level security discussion stuff aside for now)

I would agree, at least from a developers perspective. You don't want cheaters in multiplayer, clear as day. But you also don't want cheaters invading single-player through invasion mode! You don't want neither campaign nor battlemode players to cheat-complete the weekly events, because then they wouldn't need to use your service anymore, no? So boom, kernel-level anti cheat, all problems solved. It has proven effective with other live-service games like fortnite, it'll work for Doom Eternal.

My point is: The big, BIG problem here isn't Denuvo Anti-Cheat. It's Doom Eternal itself, or at least how it's being managed. You know how none of this drama would exist in the first place? If the product Doom Eternal was designed as a single player offline experience. No multiplayer, no accounts, no online gimmicks. More resources to polish the base game, no problems with Servers or Cheaters. ID/Bethesda still gets their 60 Bucks, maybe even for less work. If they absolutely need to they can release the multiplayer separately, hell, you can even charge money for it. Then you'll see who truly cares about Multiplayer, and if it's absence affects sales.

I don't know why the game is this way. Normally Live-Service games make money via microtransactions, but there aren't any, and I don't see them coming honestly. It was stated they wouldn't, and I don't see them changing the event system to feature them. They would've been there since the beginning. So why? I suspect Bethesda somehow profits of user data. I've read on steam that connected players are heavily documented, where do you place your crosshair, when do you pull the trigger, etc. But I just don't know. I'm also not the person to immediately point at Bethesda.

Maybe it was IDs idea? Not even in a greedy way, maybe they saw it as an opportunity to build an online community and just engage players in a unified experience for an extended amount of time? Who knows.

Available now, Update 6.66 brings tons of new content, improvements and fixes to the award-winning and action-packed DOOM Eternal - including Horde Mode and the upgraded BATTLEMODE 2.0 multiplayer - free to all players.

Doom is a first-person shooter game developed and published by id Software. Released on December 10, 1993, for DOS, it is the first installment in the Doom franchise. The player assumes the role of a space marine, later unofficially referred to as Doomguy, fighting through hordes of undead humans and invading demons. The game begins on the moons of Mars and finishes in hell, with the player traversing each level to find its exit or defeat its final boss. It is an early example of 3D graphics in video games, and has enemies and objects as 2D images, a technique sometimes referred to as 2.5D graphics.

Doom was a critical and commercial success, earning a reputation as one of the best and most influential games of all time. It sold an estimated 3.5 million copies by 1999, and up to 20 million people are estimated to have played it within two years of launch. It has been termed the "father" of first-person shooters and is regarded as one of the most important games in the genre. It has been cited by video game historians as shifting the direction and public perception of the medium as a whole, as well as sparking the rise of online games and communities. It led to an array of imitators and clones, as well as a robust modding scene and the birth of speedrunning as a community. Its high level of graphic violence led to controversy from a range of groups. Doom has been ported to a variety of platforms both officially and unofficially and has been followed by several games in the series, including Doom II (1994), Doom 3 (2004), Doom (2016), and Doom Eternal (2020), as well as the films Doom (2005) and Doom: Annihilation (2019).

While traversing the levels, the player must fight a variety of enemies, including demons and possessed undead humans. Enemies often appear in large groups. The five difficulty levels adjust the number of enemies and amount of damage they do, with enemies moving faster than normal on the hardest difficulty setting.[4] The monsters have simple behavior: they move toward their opponent if they see or hear them, and attack by biting, clawing, or using magic abilities such as fireballs.[5]

The player must manage supplies of ammunition, health, and armor while traversing the levels. The player can find weapons and ammunition throughout the levels or can collect them from dead enemies, including a pistol, a chainsaw, a plasma rifle, and the BFG 9000. The player also encounters pits of toxic waste, ceilings that lower and crush objects, and locked doors requiring a collectable keycard or a remote switch.[6] Power-ups include health or armor points, a mapping computer, partial invisibility, a radiation suit against toxic waste, invulnerability, or a super-strong melee berserker status. Cheat codes allow the player to unlock all weapons, walk through walls, or become invulnerable.[7][8]

Two multiplayer modes are playable over a network: cooperative, in which two to four players team up to complete the main campaign, and deathmatch, in which two to four players compete to kill the other players' characters as many times as possible.[9][10] Multiplayer was initially only playable over local networks, but a four-player online multiplayer mode was made available one year after launch through the DWANGO service.[10][11]

In November, Hall delivered a design document that he called the "Doom Bible", detailing the project's plot, backstory, and design goals.[21] His design was a science fiction horror concept wherein scientists on the Moon open a portal to an alien invasion. Over a series of levels, the player discovers that the aliens are demons while hell steadily infects the level design.[6] John Carmack not only disliked the proposed story but dismissed the idea of having a story at all: "Story in a game is like story in a porn movie; it's expected to be there, but it's not that important." Rather than a deep story, he wanted to focus on technological innovation, dropping the levels and episodes of Wolfenstein in favor of a fast, continuous world. Hall disliked the idea, but the rest of the team sided with Carmack.[6] Hall spent the next few weeks reworking the Doom Bible to work with Carmack's technological ideas.[21] However, the team then realized that Carmack's vision for a seamless world would be impossible given the hardware limitations, and Hall was forced to rework the design document once again.[21]

At the start of 1993, id put out a press release, touting Hall's story about fighting off demons while "knee-deep in the dead". The press release proclaimed the new 3D engine features that John Carmack had created, as well as aspects including multiplayer, that had not yet even been designed.[6] Early versions were built to match the Doom Bible, and a "pre-alpha" version of the first level included Hall's introductory base scene.[25] Initial versions also retained Wolfenstein's arcade-style scoring, but this was later removed as it clashed with Doom's intended tone.[23] The studio also experimented with other game systems before removing them, such as lives, an inventory, a secondary shield, and a complex user interface.[21][26] be457b7860

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