![]() ![]() Fashion a level inside a giant Elder God’s esophagus. It doesn’t have to be suffocatingly abstract but expressive enough for it to scream Quake. If a new Quake paces with Doom and returns to a classic motif as a modern reboot, it should leverage the power of contemporary hardware and id Tech 6 engine effects to realize a setting with stylistic identity. We’ve already seen the original Quake’s mythological medieval murk and Quake 2 through 4’s industrial sci-fi. Festooning skulls and pentagrams at every turn is a safe reminder of Doom’s traditional theme. It accomplishes what it sets out to do as the barracks and arcane library of its demonic denizens. That’s not to say Hell is a visual failure. For a place acting as the planar trophy hall of conquered dimensions, Hell is less Dali and more Dio album cover.įashion a level inside a giant Elder God’s esophagus. Doom’s depiction of Hell is a surprisingly tame translation: a rockier, redder Mars-style exterior with floating boulders and skulls carved everywhere. The compound sports a straightforward rendition of “corporate lab disaster” interior decorating: chromed paneling, beeping science stuff, a neutral-voiced AI calmly recounting horrific casualty rates over the PA, and the occasional culty candle circle. The point of departure is a portal swirling in the center of the Mars UAC facility. ![]() A jaunt into the demonic home-realm of eternal torment is an inevitable checkmark on Doomguy’s itinerary. ![]()
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