Dom: Dark Edges are ready to release this May, but last week I had the opportunity to sit for several hours to play the game on a high -end PC. What I can say and show is limited, but modern torment and its ID -Tech 8 underpanings are already very impressive. There is a lot to be appreciated here – as well as some warnings that are able to bring.
First, engine. The Indiana Jones of the machine Games showed how many modern versions of Ideck have become capable, and the dark period is in the same realistic way – though in a completely different order. Everything feels alive, which contains a great amount of secondary animation.
Although I did not have the opportunity to watch the game in the maximum settings – or in the trassing mode of its upcoming path – the game was running with standard RT Active, which includes RT’s reflection (such as Dom Ernel) and RTGI (such as Indiana Jones). It looks good, in which high water levels reflect full RT with a layered environment on the use of SSR. Despite moving into a more natural environment, there are many reflection surfaces around, but this is a change in the exact tone that lets RTGI shine. It enables a lot of accurate and dramatic light in a huge place that is almost completely bright through natural sources such as flames and sun.
It works well, as he did in Indiana Jones, but here is more focused on catastrophic, physics -powered dynamics. Eliminating baked lighting means that these items can be mixed with more interruptions in the environment, and allows the destruction of Chris Style that were absent from the two sports. The wood structure can be blasted as long as they stand under their weight, and leave the remains, which can be hacked further to separate them into smaller pieces. This makes the field feel more active in the play, when you engage the enemies, things change and the structures are broken. Later, a huge punishment with Mac takes it even more, as you can revolve around destroying a large atmosphere in the city.
There are also more realistic effects of water, such as proper geometric waves when you pass through the body of water that meet the reflection of the RT. When swimming under the surface, you also get an interesting effect that I like a little.
It seems that there is a virtualized geometry system like the narates of the unreal, though I cannot confirm it yet. Recently. , You will not see the large number of scenery changing the issue of visual complexity when you go through the world, with more smooth changes that prominent pops avoid them. He said, it seems that it does not work with grass and certain types of plants, but this is still an interesting development – and hopefully we will find more details in the final game.
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In addition to the surface of the self-geometry, the number of screen enemies has increased dramatically-to the noticed surface since the real spirits-based domestic domestic dum games. For example, at the beginning of a mission, I counted more than 30 screen enemies, when you fight more. It is wild to consider that Idack 8 is able to handle dozens of enemies, while also providing virtualized geometry, full RT lighting and reflection and remarks of strong physics, while targeting 60 FPS. I have not played the game on consoles, but knowing the first ID work, I am confident that they will bring it to 60fps. The point is that the dark period connects modern tech with very high level performance. How high it is to be seen, but this demo shows that we are involved in a real behavior.
Beyond tech and visuals, it is worth indicating how different the game Dom (2016) and Dom Eternal Play. In the latter game, as you develop, battles can be long enough, often locked players in one place unless the enemy enters until you reach a degraded level of destruction that allows further progress. You spend a lot of time watching the COOL COOL COOLDS of different power ups, and you need to take advantage of the splendor and chain system to maintain your health and dynamite-so you are seeing these dynamic images repeatedly, and will abandon control. I like the movement and flow of the game, but there are some issues with packing that stand.
In torment: Dark period, it has changed completely. Small enemies go down very fast, sometimes in the same shot, though they are still viable risks that can eat your health. You can also remove many opponents at the same time, such as a shield that can crash in the crowd. General casualties are almost completely eliminated from ordinary enemies, with similar indications that may appear but do not control the player. In the rare events you have the experience of fully splendor, and it is usually deployed to the big owners – to the extent that I do not think that the term is used further. Likewise, it is not necessary to make chains chains to regain ammo.


As a result of these changes, battles flow more easily. You will need to change your strategy against different types of enemy, but you will not lose control like the Dom Eternal. It really feels like a marriage between classic torment and modern torment, which really impressed me. Similarly, the capabilities available at the cold bottom feel more optional, though they enjoy using, and the game feels more independent. There are very few moments where you are stuck in a room, and you may be able to sprinkle some enemies in the past – even though they can follow you or the next time you enter a given area, you can simply be simply to bother. One thing that doesn’t really come back is aerial motion and platforming, which is minimal here.
Shield mechanics are also very interesting. You can defeat enemies, throw your shield into a fight or solve puzzles, and here there is a block and a paranepan system that doesn’t feel necessary but fun to use it. Some parts remind me of the Return, with enemy shooting particles you can return, but this is not scriptted animation and you maintain control.
Options menu is also incredible, with the settings of dialing in the gameplay the way you like. You can adjust the pace of the game, enemy agriculture, particle speed and similar things. I played most of the demo at a speed of 150 % and had an explosion.


The game also changes slightly from the surface to the surface. The opening phase, which I could not catch, had a classic domestic game play loop – all this is about finding a key card to unlock new areas – and it still works well. There are also match levels, where you are breaking the city’s buildings and fighting the devils. I do not know how many times it will appear in the game, but I enjoyed a little in this regard. There are also dragon missions, where you can fly freely in the 3D space, lock and destroy enemies, or land for a while to fight for a while. It reminds me of car missions in Hello or Titan Fall 2. There is also a big open map. Marketing content does not deliberately call “Open World”, and it seems fair – this is a large level that is scattered to find players along with goals, bonus competitions, gatherings and even new weapons.
I still have many questions about how the game ends. It seems that more attention is being paid to the story here, at the beginning and the end of the missions I played. It is not the last of us to any extent, and it is all based on action, but I played it is very promising.
I have some nuts about some elements of the game. For example, because of the focus on the shield mechanics, there is no option to hold a weapon in the classic domestic style. There is no dot cross deer, which I prefer. The sound track also does not kill the eternal heights of punishment and punishment, which has a good individual track with individual tracks, which seems to be that it really doesn’t affect the game.


Another minor complaint is the severity of the power -up colors, which are clearly needed to be found for the reasons for the gameplay, but the better mesh with the environment may be optionally tinted. The whole screen is red while your health falls below a particular level is also disturbing. Thankfully, HUD has a tremendous touch: the original Dome Boy’s imitation, full frame rate complete with animation.
Finally, this is a strange complaint, but the game is so sharp on the PC that the loading screens make a bit meaningless – even faster than the domo (2016), which is just wild. Therefore, the option to fully disable the loading screens and just sinking on the black can be understood rather than the key press after the second or two.
Although, as a whole, I enjoyed my time with punishment: the dark period, and when I still have some questions and concerns, it has a good opportunity to be the best in the recent three punishment titles. I think we will definitely have to wait until May.