Intro2016 was a great year for first person shooters. With the release of such titles as Titanfall 2, Battlefield 1, Call of Duty: Infinite Warfare and Overwatch there was little room to stand out. But this year also featured one more release. A game that prove that classic design is as good, or even better then what modern shooters have to offer. A great re-imagining of the original game from 1993, Doom.
Doom 2016 kept what was great form the original concept and develop upon it. Introducing new mobility system with double jumping and climbing, progression path, glory kills and push forward combat it created a nice addition to already fun base of the game. This clever mixture of old and new brought one of the best FPS experiences in years. Doom 2016 not only introduced new movement mechanics that were key to offence and defense, but also revolutionized its combat approach. Push-forward combat encourages offensive play, drawing players from behind the cover and putting them in the first line of fire. With no health regeneration attack is your best way of defense. Performing glory kill on an enemy (melee finisher) will grant you with a shower of health and ammo, which leads to an interest combat approach.
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IntroTitanfall 2 was one of the best FPS titles of 2016, featuring a very strong single-player campaign with interesting combat and puzzle gameplay for both players and their Titan. Additionally, each level featured its own special twist: "Effect and Cause", for example, presents players with a memorable time-traveling mechanic.
The time-travel mechanics of "Effects and Cause" serve couple of purposes, influencing not only the way players traverse the environment and its associated obstacles, but also how they fight through the level's combat scenarios. Two different time periods are a threat to the player, so the designers decided to allow players to see where the enemies from the past are located. Once you move from past to the present, enemies leave a small blue particle in the place where they had been standing. Although the effect lasts no longer than two seconds, it’s enough to help players plan their next move. This twist on encounters makes them much more interesting and dynamic. Level breakdown is a series of posts in which I will deconstruct particularly interesting levels from various games. The aim of theses posts is to break down levels/level sections/encounters and analyse what was fun about them in particular, but also try to come up with solution how to fix the parts that felt wrong, and how they could be enhanced. I will focus both on my favourite examples from the past as well as some new games I’m playing right now. I hope you will enjoy it.
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