Dom Ethenle was a huge game, but it was a huge holiday since 2016. The ‘Run & Gun’ behavior in which we were subject to 13 reboot levels were traded for the 2020 follow -up. A heavy, brutal campaign of catastrophe and violence that was now a floating case. Resources were more limited. You were forced to become more mobile. Double jumps, dashes, strategicing, and platforming became necessary.
He divided the fan base into half. Fly an ax in the center of the loyalty. I liked eternal, what was worth it, but I was fed up with the tissue that removed the gap between combat competitions. I’m meant to smell all the secrets, but FPS platforming is a hit or missed game, and I think eternal often loses its design. He made the game an irregular and heartbeat, and rotated the amazing pace and fluency that everyone loved in 2016.
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DOM: The dark period for me, according to 2016, is more eternal than that. The fight is designed to you ‘stand and fight’, not run and no gun. One of the biggest tactics compared to two other sports sports is the shield.
First, you can eat ‘fodder’ enemies’ attacks and estimates. Destroying such weak attacks means that you are free to focus on the big bastards that are raining on you from afar. There is a shield that locks the goals and brings you to their place (this is in fact reminds me of the devil’s burner from the devil’s wine games – its value is worth it). So, add these things together, and you’ve got a very simple foundation: little boys are available to return you health, ammunition and coach. Big boys are there to stop you.

Walking around the map, you feel like a clash in the game of chess. Moving on bold, strong lines and anything in its way, the fantasy of the punishment of the pellet’s slaughter returns to the imaginary life. I think in 2016, you felt like a night. Flexible, unexpected, dangerous. In eternal, you were a bishop. Working under float, mobile, but severe restrictions. Now, in the dark, you are a stop. Danny Dyer of a severe bastard chess. Whatever you stand in your way, you are encouraged to be surprised and headbut, with a number of reactions to whatever he can try to take revenge.
When you go to a new location, you have options: shoots, guards or riots. In the dark period, the turmoil is very powerful, and thus he has now been charged. You can’t do your own mattress. But that means you are encouraged to use your shield to attack – it will fill the charges again. So a standard encounter can look like this: You enter a group of enemies, protect their riot attacks, cause gun fodder to grass, fill their turmoil, then sprinkle the big boys from their mattress.
But wait, more. There may be a group of enemies carrying shields – your bullets will do nothing to them. So you warm them a bit with their estimates (warm their armored elements), and Again You make them slam in your shield. As a result, the effect will “blast” all of them in a sense, and a well -deployed strategic thinking will open their defense line openly open.

Destroying armored enemies will also give you a coach. This means that you can risk getting a fire -filled face and sinking in another war confrontation, which will remove the need for feet playing with your shield. Using your mattress to soften the meat will bring you back dynamite, and shooting boys on the face will have to fill health. So, like eternal, you will be encouraged to roam the deadly arms of your own weapons to extend your survival.
But this flow chart looks less than eternal. More than once, I found myself on the previous Monday (I was playing very aggressively and didn’t see the strange hit chip in my health). But I rallied because of the best mechanic of the game: Perry.
Oh, Perry. Now, I have written in length about the happiness of a good Perry (see; Blood Bourne), and this is not really something I expect it to appear in FPS in everything. But the ID has linked it to the nails. In the dark period, some green is your friend. Whether this AP ** seed -off manuture is firing on you in green, or a revenue physically attacks you physically with a green color, anything can be targeted by anything. A simple tap of the shoulder button is enough for you to enable Perry – and if you are slightly slow, you can also change the timing window in the settings.
As far as I am concerned, Pars are playing life blood. They give you great encouragement to put themselves in the middle of the turmoil (like a shock) and they also give you strength. So in reflecting the damage and Really By hurting an enemy, you really collide a bit of violence yourself.

I deliberately fought the green attacks, revolving myself around the battlefield. To attack me, lure enemies to go to my place, and keep yourself in the fire line to get your perry. It looks great. This makes you another layer of agency as a player, which you think about which the flu chart can go and how you can give yourself strength, rather than relying on the domestic flow chart that ‘do it, then do it, then do it’.
It forces you to be strategies and aggressive at the macro -level. Every second of the combat conflict makes you feel like you are making a decision that is important. The options are always open to you, and even forced to be forced into a corner feels happy. ‘The best crime is a good defense’ has never been more accurate.
Doom: Return in the form of a dark period. As a Dom Slare, you feel heavy and fatal. If you die, it feels fair. When you enter them, the enemy slowly separated like meat in the cooker, and even as it is easy to get off a large leap, it is satisfactory, which remains the power of the power coach to have a terrible bastard.
After playing just four hours, the punishment: In the dark period, something I was curious about what I was curious about that I was about one of my most expected games of 2025.
Dom: The Dark Age will launch on May 15, and it will launch at the Xbox Game Pass for the PC and the Xbox series – but it will also come to PlayStation 5.