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by Mischief Maker 05/09/2017, 9:54pm PDT |
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Been playing around a little more with this game. It's definitely not a randomly generated Quake, but I'm starting to see the sense behind the design decisions that put me off before. The people who say this game encourages cowardly play by funneling enemies into corridors are wrong because you're inviting certain death from ranged enemies with that tactic.
The game is built entirely around circle strafing. The weapon design, the room templates, the enemy behavior, the hazards, even the ammo system. Once I started to engage on that level my survivability increased and my gameplay experience began to resemble the fast-paced trailers more and more. |
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