Doom VFR is weirdly empty apart from his ramblings. It was basically just set-up for whatever arena came next, many of which are tied to locations reused from the original game (like Samuel’s office). I quickly found myself just tuning this player-narrator out, because none of what he had to say was very interesting. “The last actuator is embedded in that Cyberdemon” is almost word-for-word a line from Doom VFR, uttered with almost zero sense of irony or wink-wink-hey-we-know-this-is-dumb to the audience. That in mind, your character here isn’t given much to work with. Last year’s Doom included more lore for those who wanted to really “get” it, but suffice it to say you didn’t miss much. None of it’s very interesting or important either, in part because…well, Doom’s story isn’t very interesting or important. Given the in media res opening of Doom’s 2016 flat-screen version, and the merciful silence of the player character, it was more than a bit distracting to hear the world’s blandest everyman voice come out of my “mouth” here. I was immediately taken aback by the fact that my character speaks though.
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