Doom (NSW): My Gaming Diary - The Firearms Tales, Episode #307
Session 2, and if you want to fast-forward, there is a big boss battle at the end. A sublime example of what happens when you do the "just one more turn" thing and it actually works out. I full expected to get curb-stomped and just quit out as I indicated in the voice-over commentary, but as luck would have it the beasty went down. Hard.
I'm not too crazy about the weapons upgrade sub-system in this game. I hate crafting in any form, and it feels unnecessary and bolted on in this title. Having the weapons auto-level up with additional abilities in a more Destiny-like fashion feels like it would have been the better fit. By Destiny-like, I mean having a prescribed upgrade path for each weapon, but then add that just happening as you gained "XP" and leaving you alerts that a weapon had been upgraded in your. Doom is too simplistic and mechanical, in a purist type of way, for it to be dragging around the baggage of a crafting system. Yeah, it's not true crafting, but the branching along two paths of upgrades for most weapons still feels ham-fisted, clunky, and jammed-on.
Once I have them applied, though, I do like the impact of the weapons upgrades. There are helpful in boss battles. Now if only I could get a highlight indicator of what weapon I already have equipped whenever I have to porpoise into the weapon Ferris wheel to swap guns, that would be great.
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