
Doom Eternal: The Ancient Gods - Part Two
The Ancient Gods – Part Two is the epic conclusion to the DOOM Slayer’s Saga and the second campaign expansion to the critically acclaimed DOOM Eternal.
You denied the gods and awoke an ancient evil. Now rally the scattered Sentinel armies, lay siege to the last bastion of Hell, break through the fortress walls, and face the Dark Lord himself. The soul of the universe hangs in the balance.
Your war against Hell ends here. EXPERIENCE THE END OF THE SLAYER’S SAGA
Experience the epic conclusion to the DOOM Slayer’s saga. From the moment you were activated by Samuel Hayden at the UAC facility on Mars to the destruction of the Icon of Sin, all your battles have led to this. Prepare to siege Immora, the last bastion of the dark realm, challenge the Dark Lord in combat, and seal the demons within Hell for good. FIGHT ACROSS EPIC BATTLEFIELDS
From the ruins of ancient Sentinel settlements and the cosmic wonders of the World Spear, to a devastated and overgrown city on Earth hiding a mysterious gateway, face Hell’s armies in never-before-seen locations as you fight your way to Immora, the last bastion of the Dark Lord protected by towering walls and powered by advanced technology. FACE CHALLENGING ENEMY VARIANTS
Face new, deadly variants of demons. The Armored Baron wears special armor and uses a charged fist attack. The Stone Imp possesses a nearly impenetrable hide and prefers close combat.
The Screecher is a zombie that empowers nearby demons when killed. The Cursed Prowler is a mutation with venomous, cursed claws. Exploit their weaknesses to destroy them. WIELD THE SENTINEL HAMMER
Deliver more destruction with the Sentinel Hammer, an ancient weapon capable of stopping any demons caught within its shockwave. Use it to stun demons or combine it with the Ice Bomb or Flame Belch to extract much-needed health or armor.
*The Year One Pass includes two campaign expansions: The Ancient Gods -- Part One and The Ancient Gods -- Part Two.
Дополнения и DLC
Дополнения
Системные требования
Минимальные
- Нужны 64-битные процессор и операционная система
- ОС: 64-bit Windows 7 / 64-Bit Windows 10
- Процессор: Intel Core i5 @ 3.3 GHz или мощнее, or AMD Ryzen 3 @ 3.1 GHz или мощнее
- Оперативная память: 8 ГБ ОЗУ
- Видеокарта: NVIDIA GeForce GTX 1050Ti (4GB), GTX 1060 (3GB), GTX 1650 (4GB) or AMD Radeon R9 280(3GB), AMD Radeon R9 290 (4GB), RX 470 (4GB)
- Сеть: Широкополосное подключение к интернету
- Место на диске: 80 ГБ свободного места
- Примечание: ( 1080p / 60 FPS / Low Quality Settings )
Рекомендуемые
- Нужны 64-битные процессор и операционная система
- ОС: 64-bit Windows 10
- Процессор: Intel Core i7-6700K или мощнее, or AMD Ryzen 7 1800X или мощнее
- Оперативная память: 8 ГБ ОЗУ
- Видеокарта: NVIDIA GeForce GTX 1060 (6GB), NVIDIA GeForce 970 (4GB), AMD RX 480 (8GB)
- Сеть: Широкополосное подключение к интернету
- Место на диске: 80 ГБ свободного места
- Примечание: ( 1080p / 60 FPS / High Quality Settings ) - *On NVIDIA GTX 970 cards Texture Quality should be set to Medium
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TAG 2 tries to apply a bandaid fix to the chaos issue in the form of the Sentinel Hammer. The Sentinel Hammer clearing the board is the only fun part of TAG 2. It is easy to charge, simple to use, and versatile. However, it is very obvious that its purpose was to give back the breathing room the DLCs takes away from you. Adding onto the Spirits and Blood Makyr, TAG 2 then adds more enemies onto the pile of "you need to use (insert weapon here) because we say so" In the form of the Armoured Baron, Cursed Imps and the Stone Imps. The Armoured Baron is conceptually fine, but frustratingly limited in a "because the devs said so" manner; His armour can only be broken using Plasma weapons. A step in the right direction to at least let me pick which Plasma weapon to use, by why do only Plasma weapons work? The Mancubus has a variant with armour as well, and that is broken by any type of damage, what makes the Armoured Barons pieces of metal scrap so special that its immune to everything else? The Stone Imps make zero sense as a concept; i have 2 separate shotguns in my kit, they use the same ammo pool, why does only one shotgun, on one specific mod work? If the Sentinel Hammer also works for them, why cant i use things like missiles, the assault rifles armour piercing round, why are we limiting more of the kit for the sake of difficulty, when the difficulty makes no sense? The Cursed Prowlers are more just annoying, they stop you from dashing and jumping, taking away your movement ability in a game that needs you to be constantly moving, and the only way to kill them is with a Blood Punch, while they themselves are constantly moving away from you. This turns the Prowler from a "watch your back" enemy to "tag! Youre it!" in the middle of the gun fight. +forced to burn a blood punch With these enemies placed into the sandbox, its like throwing a wrench into the works of the entire thing. It no longer flows naturally regardless of your playstyle, its forcing you to play a certain way Eternal over 2016 tried to limit ammo and it flowed pretty well. Eternal teaches the player that the sandbox is the point, TAG keeps treating that sandbox like its something the designers need to override. Get to the end of the DLC, hoping that the "big fight" with the Dark Lord is memorable, right? Uninspired is an understatement. A glorified Marauder that sounds like hes having an asthma attack in that giant mech suit. The only differences between him and any other Marauder is an inflated health pool, he summons demons and wolves instead of simply the wolves. He has a couple of attacks that, if he hits you or you hit him, give him armour, mimicking the player The armour mechanic is the only unique piece of the entire fight. Punishing the player of haphazardly shooting instead of learning is a good thing, but a single good mechanic, does not save an entirely boring fight all in all just play doom eternal. (fix controller aim assist(for my mom you love my mom))