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This is a small addition on paper, but alters the flow of combat in interesting ways.
We wanted to create this quicker, more aggressive, more vertical version ofDoom.
WithDoom: The Dark Agesset to arrive later this year, Wieczorkiewicz also stresses what setsMetal Edenapart.
Shes slighter than your traditional shooter protagonist, but still extremely capable.
It was very important that with every change the player will make, they should get something big.
As Aska grows, so will the adversaries that you face.
But what is the most important is all the dynamics, the synergies between them.
Every setup is creating a different scenario - all the enemies are pushing you in some direction.
One enemy means you better be more agile, you better run.
There is another one that can control a bigger space.
Im certainly interested to see how other kinds of encounters can further shake up the experience.
This was a challenge for the studio, Wieczorkiewicz characterizing the FPS as a whole different beast.
Adrian Kornecki, our executive producer, helped us a lot.
We have lots, lots, lots of geometry, he explains.