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Doom: Eternal

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HotPocketHPE
AeternalSolitude
Lee Yin
TaiTsurugi
EmperorWu
KSubzero1000
Hicho9
hedfone
GodModeGOD
Infinity_Divide
Nadster
Birdman
Royta/Raeng
NoMoneyRanger
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1Doom: Eternal Empty Doom: Eternal Sat Aug 11, 2018 12:55 pm

Royta/Raeng

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I have nothing to say about this other than holy shit this looks good. Tons of mobility, cool new weapons and existing weapons with new tweaks. Fun foes, fun fights. Looks just so entertaining, cannot wait to play this.

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2Doom: Eternal Empty Re: Doom: Eternal Sun Aug 12, 2018 4:29 pm

NoMoneyRanger


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Game looks great!

Haven't played a Doom game since the original and Doom 3. I'll have to give this one a try when it releases.

Also surprised to hear this is getting a Switch release. I might it for that system instead if it runs decent.

3Doom: Eternal Empty Re: Doom: Eternal Thu Aug 23, 2018 8:40 am

Royta/Raeng

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I generally don't watch these types of videos, since most creative directors are just marketing tools that promote their game, but this guy is very sincere and reminds me of my crunch time deadlines. He really is 'one of us' and knows what makes a good game.




Game looks great!

Haven't played a Doom game since the original and Doom 3. I'll have to give this one a try when it releases.

Also surprised to hear this is getting a Switch release. I might it for that system instead if it runs decent.

Doom 3 was pretty different. If you like the originals you'll love Doom 2016 which was a very modern take on old style shooters. You can check the footage below for an example.
And yeah Doom 2016 also had a Switch version. Ran pretty good at 30fps but one of those few titles where you don't really notice it.

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4Doom: Eternal Empty Re: Doom: Eternal Thu Aug 23, 2018 9:11 am

Birdman


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wtf did I just watch?

That was like first person Vanquish or something.

5Doom: Eternal Empty Re: Doom: Eternal Thu Aug 23, 2018 9:26 am

Royta/Raeng

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That's high level Doom play! Really blows me away when I watch it. Not a lot of good players out there sadly. Not on this level at least.

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6Doom: Eternal Empty Re: Doom: Eternal Thu Aug 23, 2018 9:29 am

Birdman


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That was absolutely insane. I really love how the player used that weapon to boost around.

7Doom: Eternal Empty Re: Doom: Eternal Thu Aug 23, 2018 9:30 am

Royta/Raeng

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Yeah the Gauss Rifle allows you to gain speed, dash and increase your jump height depending on where you fire it at. I really love those types of extra touches to a game's mechanics. Casuals won't notice it, but experts can use it in smart ways (like quick repositioning).

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8Doom: Eternal Empty Re: Doom: Eternal Thu Aug 23, 2018 9:34 am

Birdman


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Would be an interesting mechanic in an action game too.

9Doom: Eternal Empty Re: Doom: Eternal Thu Aug 23, 2018 9:38 am

Royta/Raeng

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I know DMC4's Lady's double jump was her shooting a rocket at the ground, but that wasn't manual. Shooters always had things like rocket jumps (shoot rocket at ground to propell yourself forward). But you are right, never really saw something like that. Perhaps the Shurikens in Ninja Gaiden which allowed for delayed air-time and higher jumps.

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10Doom: Eternal Empty Re: Doom: Eternal Thu Aug 23, 2018 9:46 am

Birdman


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Now that I think about it, such a thing would probably be classed as a move in an action game, where in a shooter it's a dual purpose action. A single shot, and then the boost when aiming in another direction. Not sure if I expressed that well.

11Doom: Eternal Empty Re: Doom: Eternal Thu Aug 23, 2018 12:46 pm

Royta/Raeng

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I know what you mean, but it can still happen. For instance in Vanquish with the LFE gun being mostly a damage tool, but also being able to ring-out and propel grenades further. Or as noted the shurikens in NGB being mostly a stun tool, yet also being able to increase air-time for instance.

Still, this would make for some nice theory crafting. Reminds me a bit about games where doing a certain move was faster than just running, but that's more a replacement. This Gauss Jump really is an addition to your current moveset, not a replacement. Only having (at max) 15 shots available without pickups or infinite ammo runes also means you have to use it smartly.

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12Doom: Eternal Empty Re: Doom: Eternal Thu Aug 23, 2018 11:32 pm

Birdman


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but also being able to ring-out and propel grenades further.
Are you kidding me??? I never knew this!

Bullet hover
I should have remembered this. It's just so common in DMC that it didn't even cross my mind. It's a really good example too because it's a single action (I'm going to consider any amount of bullets fired to maintain the hover as single) and you aren't locked into it like a move, because in DMC you can do tons of stuff from it. I think this is the closest example to what Doom is doing.

Because in Doom it's a normal shot that you can use to boost around, but during that boost you aren't locked into it. I saw him use what I assume was a double jump/jetpack hover type action, and he could freely shoot and do all the normal stuff from it.

In others cases, any momentum is an actual move. Like say, that PS2 Berserk game where after firing the arm cannon, it sends you sliding back. During this slide you can spin with your sword which is something he did in the manga, but it's stuck like this. If it had the freedom Doom had, you could fire the cannon any time to do spin slashes or as a dodge.

But this is getting off topic lol. It's a worthwhile discussion though. I'll put it on the list of topics I want to make.

13Doom: Eternal Empty Re: Doom: Eternal Fri Aug 24, 2018 9:39 am

Royta/Raeng

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> Are you kidding me??? I never knew this!
Ha! Jup! You can use it to push larger foes like the Romanovs off ledges for a sweet instant death. The grenade toss is a nice extra, not too useful but fun for styling.

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14Doom: Eternal Empty Re: Doom: Eternal Tue Feb 26, 2019 3:55 pm

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I can't wait for this! Favorite weapon?

15Doom: Eternal Empty Re: Doom: Eternal Tue Feb 26, 2019 4:36 pm

Royta/Raeng

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Always the Super Shotgun, no contest for me haha!

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16Doom: Eternal Empty Re: Doom: Eternal Tue Feb 26, 2019 4:37 pm

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Same! Especially when it is fully upgraded!

17Doom: Eternal Empty Re: Doom: Eternal Wed Aug 07, 2019 2:27 pm

Infinity_Divide

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Did anyone watch the demo from Quakecon? Hearing Hugo and Marty talk about the design and mechanics of the game for 48 minutes was so awesome, it seems like they’re really correcting the flaws with the last game. I have a feeling this one will be legendary.

18Doom: Eternal Empty Re: Doom: Eternal Wed Aug 07, 2019 2:53 pm

Royta/Raeng

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Really high expectations for the title, not going to lie. Bought Doom1 on the Switch immediately after and really enjoying it again as always. Fantastic games.

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19Doom: Eternal Empty Re: Doom: Eternal Wed Aug 07, 2019 3:16 pm

Infinity_Divide

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I can’t wait to fight some of the new enemy types and mess around with the dash. Looks so good.

>Doom 1
Always a good time. I got Doom 2 on PS4 and the sheer number of enemies is insane sometimes, makes me wonder if they’ll up the enemy count for Eternal.

20Doom: Eternal Empty Re: Doom: Eternal Wed Aug 07, 2019 3:58 pm

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Have they gotten rid of the ID requirement on PS4?

21Doom: Eternal Empty Re: Doom: Eternal Wed Aug 07, 2019 4:08 pm

Infinity_Divide

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I think it’s still there, unfortunately.

22Doom: Eternal Empty Re: Doom: Eternal Tue Oct 08, 2019 4:58 pm

Infinity_Divide

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Game has been delayed until March 20, 2020...sad news.

23Doom: Eternal Empty Re: Doom: Eternal Tue Oct 08, 2019 10:53 pm

Royta/Raeng

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A delayed game is eventually good! A bad game, is bad forever. I trust in them. They probably did it for a good reason!

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24Doom: Eternal Empty Re: Doom: Eternal Wed Nov 06, 2019 6:44 am

GodModeGOD

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Wasn't able to make myself care enough to watch even speedruns of the 2016 reboot. Wish it had a mode more like classic Doom (drops hidden around the map, keep the glory kills for berserk power-ups, etc.). I'm still more willing to watch Doom mods (as much shit as Brutal Doom gets, I like it more than the new offerings). Not sure how I was unaware of Blood for so long. Need to contact Wolfy on the matter. See if he ever got around to it (or even 'Wang'). I fancy the idea of Doom 64 coming out for PC (to get modded). A better realization of what Doom 3 seemed to be trying for, I'd say. I'll probably try to watch speedruns and such again when Eternal drops.

25Doom: Eternal Empty Re: Doom: Eternal Wed Nov 06, 2019 8:39 am

Royta/Raeng

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Doom 2016 is mostly interesting due to its, almost, Ninja Gaiden II style combat. Brutal and unforgiving, doesn't care about your feelings and three hits can and will kill you. Most interesting to watch is Ultra Nightmare 100% and Ultra Nightmare 0% runs, you can check Byte Me.

It seems very 'cuhrayzee' on the forfront thanks to the excessive weapon-swapping, but here it actually serves a purpose (nuking things to hell and back).

It plays nothing like classic DOOM though imo. I prefer DOOM 1 the most still, especially its first and fourth episode.

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26Doom: Eternal Empty Re: Doom: Eternal Wed Nov 06, 2019 11:31 am

GodModeGOD

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>Byte Me
I'll put it in the ol' History.

27Doom: Eternal Empty Re: Doom: Eternal Tue Jan 21, 2020 2:09 am

hedfone

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Great video with the director talking about difficulty and forcing players to play right. He specifically mentions you will not be able to run around with the super shotgun in this game.
The good stuff starts at 14:00


28Doom: Eternal Empty Re: Doom: Eternal Wed Jan 22, 2020 3:36 pm

Royta/Raeng

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Really enjoyed listening to this, also have to note that he allievates my concerns when he makes a statement. For instance when talking of directing players to 'get into the funzone' I immediately worry "it is going to be too directed with little player freedom" - and he tackles that concern right after. Fantastic to see imo, a really gifted man.

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29Doom: Eternal Empty Re: Doom: Eternal Sun Jan 26, 2020 4:34 pm

Infinity_Divide

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Game looks absolutely ridiculous, makes me think of NG2 as an FPS or something. But I’m not going to be a blind fanboy, there’s some big changes I want to see from 2016:

-Standard fire for several guns was weak. Plasma rifle, machine gun, chain gun, and even gauss cannon were extremely underwhelming without their weapon mods, so I’d like to see everything have a use and actually be different from each other.
-Fix the BFG. Making it a standalone win button in 2016 was a huge blunder, in the original games it had shared ammo with the plasma rifle and required some positioning to use effectively. I’d like to see it be brought back into the weapon lineup instead of being on its own, and give it some good utility based weapon mods like a big AOE pushback tool or something.
-Would like some more stunlock properties on the chaingun like the original games to make some good setups for the other weapons.
-Adjust the amount of ammo you get from chainsaw kills depending on the enemy type/amount of fuel you burn.
-Please, for the love of God...make super shotty shots take two bullets each.
-Runes need an overhaul, get rid of stuff like rich get richer that trivialize the game and add some more that allow for different play styles. Make different ones take up a different amount of “points” or something, since their quality varied so much in 2016.
-Shotgun could use some more range to give it a purpose alongside the super shotty.

All of that being said, game is looking amazing and I can’t wait to play the hell out of it.

30Doom: Eternal Empty Re: Doom: Eternal Wed Jan 29, 2020 4:46 pm

Royta/Raeng

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Oh completely agree, DOOM2016 isn’t flawless but it is great. I do disagree with some points though, and have some of my own.

Did a few NUR runs of D2016 and I feel the weapon fire was just fine. Once you start weapon swapping your damage output is very high, stand-alone some weapons do suffer but when switched it really chains nicely. Only weapon I felt was pretty pointless overall was the Chaingun. Only with some upgrades did it have uses, and even then not really.

The BFG really felt lacking though yeah, especially in how they removed the tracer-rounds idea. It giving a defence-debuff is a great touch, but feels overdone (too strong). It felt like a glorified skip button this time around instead of an actual tool you used that required ammo management as you said.

Shotgun needs some fixes but I think they are on to that. The regular really getting new plugins while the Super goes more for the hookshot. Runes seem to be changed too, no more dull challenges to unlock them and I think a point system would be a good addition. Some were really dull as well.

Mostly though I am excited for the level design. DOOM2016 was…a boring game at times haha. This game seems to be far more interesting in that regard.

What system you going to play on?

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31Doom: Eternal Empty Re: Doom: Eternal Mon Feb 10, 2020 6:03 pm

Royta/Raeng

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Game looks absolutely stunning in action.

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32Doom: Eternal Empty Re: Doom: Eternal Mon Feb 10, 2020 10:22 pm

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Wow - it looks an absolute riot. And there was me thinking I was going to work through my backlog and   avoid picking up new titles...

33Doom: Eternal Empty Re: Doom: Eternal Tue Feb 11, 2020 2:09 am

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I love how ridiculously bright and colourful everything is. Everyone complained about how it looks too arcadey, but let's be real here, DOOM has always been arcadey.

It just looks like everything's been cranked up to eleven here, and I'm completely fucking down for that. Just looks like an absolute blast.

Also, is that a fucking triple-barrel gatling shotgun? Like in Wolfenstein II?

34Doom: Eternal Empty Re: Doom: Eternal Tue Feb 11, 2020 4:36 am

Infinity_Divide

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Can’t wait. Already took time off work to go crazy on this. Every new video gets me more excited, I think we’re looking at an all-time great, folks.

>triple barrel gatling shotgun

Yep, looks devastating. Some of the new weapon mods are going to be incredible.

35Doom: Eternal Empty Re: Doom: Eternal Tue Feb 11, 2020 9:13 am

Royta/Raeng

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The look and feel is completely customizable too iirc, so you can go whatever route you want regarding that. Going to order the PC version when I get my next paycheck. Game looks legit nuts.

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36Doom: Eternal Empty Re: Doom: Eternal Tue Feb 11, 2020 2:55 pm

Infinity_Divide

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>PC version

Jealous. I’m going PS4 since I don’t have a computer that can handle it. Now the real question is do I want to start on UV or Nightmare.

37Doom: Eternal Empty Re: Doom: Eternal Tue Feb 11, 2020 3:19 pm

Royta/Raeng

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I always start on UV, that way I still have something to look forward to. I always hate it when I beat a game and then...nothing. With UV I at least have a mode with remixed enemies awaiting me while I can freely toy around with some other mechanics without the fear of death.

Can't imagine playing this on console though, is it any good? I tried the PS4 version of 2016 and I did not enjoy it a lot to be honest. You can try using Shadow if you don't mind doing a 15 euro dip, been derping around with it on my laptop and it is surprisingly good if you have a strong internet connection. No (noticable) inputlag.

https://shadow.tech

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38Doom: Eternal Empty Re: Doom: Eternal Tue Feb 11, 2020 3:48 pm

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I could see it working. Aiming zones are generous, arenas are open and wide, and the enemies are pretty big, or fairly close-up.

I'm personally gonna hang back, and wait for a sale, despite being pretty excited. $80 CAD for any video game? Yeah, sorry, but unless this is Ninja Gaiden 4, I ain't budging.

39Doom: Eternal Empty Re: Doom: Eternal Tue Feb 11, 2020 7:45 pm

Infinity_Divide

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>start on UV

I’ll probably do the same, lay out good strats for each kind of encounter and then really execute them well on Nightmare. Do we know if anything about Nightmare is in? I felt that Nightmare in 2016 was a bit easy, even on a NUR.

>any good on console

I’m used to playing all of my FPS’ on consoles so I’d say yeah. The frame rate stays consistent and I’ve never had any issue using a controller(I know using M/K is better but I’ve never been able to use it effectively).

>could see it working

Yeah it sounds good. That price might be a little steep if I’m using it for just one game though.

>NG4

Even if it’s not Itagaki?

40Doom: Eternal Empty Re: Doom: Eternal Wed Feb 12, 2020 2:31 am

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Yep, even if it ain't Itagaki. As long as it looks to have the core of past Ninja Gaiden games intact from the footage, and all of us over here are sure that it's gonna be good, I'll dive in day one.

But as soon as I see a hint of stats, EXP, or walking sections, I'm hanging back.

41Doom: Eternal Empty Re: Doom: Eternal Wed Feb 12, 2020 9:26 am

Royta/Raeng

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> UV / Nightmare
UV has different enemy layouts iirc and enemies are more dangerous etc. I felt Nightmare was pretty cool in Doom2016 thanks to the Imp AI getting a huge boost.

> PC vs Console
My main gripe is weaponswitching. I use this layout:
ESDF: move
Q = HMG
W = plasma
R = RPG
T = Super Shotgun
A = Shotgun
G = gause
V = chainsaw
C = BFG
Z = Chaingun
Space = jump
MouseUp = jump
Mouse down = glory kill

I forget what I used for grenade and pistol haha. I think some mouse buttons. The upside is of this layout is that I can swap weapons like its basically DMC, which is really really sweet. I couldn't do that on a controller.

> NG4
I'm going to admit to being a sheep. Even with RPG stats I'll give it a look, I bought NG3 on launch, might as well buy this haha.

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42Doom: Eternal Empty Re: Doom: Eternal Wed Feb 12, 2020 2:16 pm

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>ESDF
I've always been interested in trying that layout, but my hands are small, so it's... weird.

I personally just stick the weapon wheel on the forward thumb button... But I think I oughtta try a similar setup with a whole array of keys being dedicated towards a specific weapon at some point!

43Doom: Eternal Empty Re: Doom: Eternal Wed Feb 12, 2020 2:51 pm

Royta/Raeng

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It is really benifitial since you can basically play like this as a result:




ESDF is mostly handy since you can reach more keys that way.

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44Doom: Eternal Empty Re: Doom: Eternal Tue Feb 25, 2020 6:19 pm

Hicho9

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The apparent(?) greater focus on a melee/sword weapon has me particularly excited for this....really looks stellar.  One of the main reasons I love Warframe so much is the awesome blend of melee and gunplay so nice to see Doom Eternal go even more in this direction...



Last edited by Hicho9 on Wed Feb 26, 2020 8:30 pm; edited 1 time in total

45Doom: Eternal Empty Re: Doom: Eternal Wed Feb 26, 2020 3:00 pm

Infinity_Divide

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This master level stuff sounds awesome. The wait for this game is killing me.

46Doom: Eternal Empty Re: Doom: Eternal Mon Mar 16, 2020 1:51 pm

Infinity_Divide

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Well boys, it’s almost here. Who’s getting this in a few days? I have four days off work starting Friday to play it.

47Doom: Eternal Empty Re: Doom: Eternal Mon Mar 16, 2020 2:23 pm

Royta/Raeng

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I have a day off on Friday (complete coincidence actually), and am working from home due to Corona starting tomorrow. So I'll be dedicating quite some time on it for sure!

https://stinger.actieforum.com

48Doom: Eternal Empty Re: Doom: Eternal Mon Mar 16, 2020 3:55 pm

Guest


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With the advent of Coronavirus, I've got some time off as well... Wondering if I should just take the plunge, and pay the $80 CAD now...

49Doom: Eternal Empty Re: Doom: Eternal Mon Mar 16, 2020 3:58 pm

Royta/Raeng

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Lived through the infamous "Mentally Challenged" Souls topic
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Passionate players that posted more than 1000 times!
Through fire and flame
Ninja Gaiden II expert

I'm a sucker for pointless DLC, so I got the deluxe version. Would be cool if we're all experiencing it together. Though if it is super good, we might have a problem haha. We'll not talk here, we'll just be playing.

https://stinger.actieforum.com

50Doom: Eternal Empty Re: Doom: Eternal Mon Mar 16, 2020 3:59 pm

Infinity_Divide

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>working from home

That’s good. Hope everyone is doing okay amid all this craziness. I’m a manager at a pharmacy so I don’t expect to get any time off, ha.

>take the plunge

Do you have a lot of games you want to catch up on? If not, I would do it, definitely seems like a game worth full price.

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