LGR – Doom PC Review 2016

LGR - Doom 2016 Review [PC]

Nearly 12 years out from Doom 3, the next Doom game is finally here, simply and annoyingly titled “Doom.”
I hate when they do that…

So how does this 2016 version of Doom stack up with a new development team at id Software leading the charge? Well, what I was looking for was a game that made use of each of the components that make Doom “Doom.”

For me, those components are a combination of controls, level design, pacing, weapons and atmosphere.I’m using the original Doom as my benchmark here because while you could treat this as a sequel to Doom 3, it’s also not, seeing as it’s a series reboot and the entire gameplay philosophy of that game has been thrown out a pressurized Mars window.

So, if you’re expecting another slower-moving, flashlight-wielding monster closet horror experience ala Doom 3, then this new one will not be cutting any mustard or any other condiments for that matter.
And that’s fine with me because while I did enjoy Doom 3 for what it was, it did not hold up as a Doom game, personally. It got the horror aspect of Doom down pat, and the tech was downright amazing at the time, but it completely ignored the over-the-top, fast-paced, metal-head aspect, and I missed that.

This new one, though…Contrary to its cliched dude-bro cover art, it rightfully earns the moniker of “Doom.” At least if we’re talking about single-player, and let’s go ahead and do that, because right off the bat, the single-player mode tosses you straight into the line of fire, handing you a gun and a suit of armour. And not just any suit. It’s the Praetor Suit, which combines the look of the old Doom Guy’s outfit with this new game’s sci-fi sensibilities. Like so many things in the game, this suit signifies what id Software is trying to pull off here.

A massive wink and a nod to the ’90s with a firm footing in the modern day to move forward. And I am SO happy to say they succeeded because the single-player for Doom is probably the best first-person shooter campaign I’ve played since…well, since Wolfenstein: The New Order, another id Software reboot from Machine Games in 2014. But even more so than The New Order, Doom doesn’t reinvent itself too much, and instead goes for an approach that I like to describe as “Zeitgeist Doom.”

That is, it’s Doom as seen through the eyes of the current sphere of popular culture. You know, the culture that makes fun of the Doom comic book, has seen Dwayne “The Rock” Johnson wield a BFG, and jizzes over every new incremental release of the Brutal Doom mod. Doom 2016 is a game for the people that have watched dozens of YouTube videos about Doom, yet maybe never played it for themselves.

And yet, it’s also good for those of us that grew up with the original, kept up with the modding scene for decades, treat our original Doom floppy disks with more respect than our fellow humans, and are getting bored of many modern first-person shooter tropes. It balances itself in this cozy spot that pits the fondest of rose-tinted nostalgia and the height of contemporary gaming tastes against each other.

And instead of fighting it out for dominance, they hold hands and waltz off to kill some of Hell’s minions together. Let’s dive into the gameplay proper and take a look at my key components of Doom again, starting with controls. I played through Doom on the PC, so I can’t speak for how it plays on consoles, but as far as keyboard and mouse input goes, Doom is spot on. Doom Guy may not move as quickly as he did in the original Doom, but it’s a hell of a lot faster than I expected it to be. In a landscape of first-person shooters where you control a huge dude that feels like a walking M1 Abrams, the speed and agility you wield in Doom are shocking at first.

And welcome. I’ve genuinely missed running around at 90 miles an hour while jumping over obstacles like a ring-tailed lemur on a cocktail of performance-enhancing drugs that would make a Major League Baseball player blush. And it isn’t so much that you feel like you’re out of control, it’s quite the contrary. Circle strafing, jump dodging and clamouring up and down ledges becomes second nature in a hurry, which is fortunate because the level design requires a surprising amount of nimbleness.

Not only do they sprawl out and twist around in a manner that conjures up the bones of ’90s first-person shooters of yore, but most of them feature a remarkable amount of verticality. I’m not always a fan of platforming in first-person games, but when it’s pulled off this effortlessly, and balanced with the rest of the gameplay so well, then put me down as a fan right now, at least for this game!

I loved grappling my way up to the top of industrial complexes and winding my way into the bowels of some hellish cavern, especially because there is a swath of secrets and Easter eggs to find. There are also areas where you activate a demon heart thing, and you’ll be locked in a room while hoards of enemies come for you at once.

And seeing as there’s usually a Berzerk mode powerup nearby or even something borrowed from Quake, like Quad Damage or Haste Mode, these areas stayed fresh and continued to fulfil the old dopamine producer. However, a significant change here is that most of the time you’re not just running into random demons along your path to the next key card. Instead, you often enter an empty room, the doors lock behind you, and a ton of enemies will spawn in over the next couple of minutes in waves.

This becomes too predictable a few hours in and is one of my chief complaints about the game’s pacing and level design. It feels more akin to games like Painkiller or Serious Sam, which, I mean, I love those games, and seeing as they’re both apparently imitating the original Doom games, it makes sense that this new one would seem a bit similar.

I just wish there more levels where the demons were already there, and you had more freedom to explore as you pleased instead of seeing so many obvious trap rooms ahead of you. It did not make me enjoy it any less because, like I said, I do like that style of gameplay, it’s a bit different than what I expected. But still, you do get that awesome end-of-the-level thing where you’re provided with that simple stats screen, telling you what you found, what you killed, and what can improve on next time you play it.

Beyond finding more secrets, what you can improve largely depends on your enemies, which falls right into the overall pacing of Doom. We’ve established that it moved pretty quickly, but it’s also full of incentives that push you to do more than just run and shoot. For one thing, there are these glory kills, which are gratuitous finishing moves ripped from the Doom comic and Brutal Doom in equal measure. And while they’re fun to pull off at first, it started to get a bit draining before long only because it breaks up the flow of the combat.

Or so I thought…Once you reach a point of no return a few levels in and the game starts throwing legions of demons at you at once, these finishing moves become crucial to survival. Ripping and tearing huge guts not only gives you health, which is useful because it does not regenerate and health packs show up only so often, but they also help you work your way towards points to upgrade your abilities and weapons. Your suit can also be upgraded by finding chips embedded on your fallen comrades, which add skills for finding more secrets, staving off certain attacks, and other specific tasks.

And finally, your overall stats can be upgraded by finding this Argent Cell… things, which contain, I don’t know, hell fuel or something. I’m of two minds with all of this upgrading stuff because it feels out of place in a Doom game. Just because Doom 1 and 2 were such straightforward simple-to-understand games that it seems ridiculous to add so much upgrading and skill point fluff. I mean, isn’t Doom Guy enough of a badass that he doesn’t need a bunch of light RPG mechanics to keep him alive?

On the other hand, an area where I’m not so divided on the upgrade system is the weapons. Each weapon has a selection of alternate fire modes once you unlock them, and these modes can be upgraded even further to turn the primary guns into something absurd.
Shotguns with explosive launchers, assault rifles with micro missiles, plasma rifles with stun bombs, rocket launchers with lock on burst firing, chain guns with mobile turrets, and so on. It’s awesome!

But even without the copious bolt-on firing modes, each weapon feels as solid to use as it did in the original Doom. Or even more so in some cases. With the exception of the pistol, though. That thing is just stupid.

But the rest of them… augh!
Yes! Gimme that super shotgun any day!
Any time!
And the chainsaw! Augggh!
Yeah, it’s a canned animation, and it uses up fuel now, but this makes it a much more calculated move to use it, instead of just rubbing your nads all up in a monster and hoping for the best.

And finally, there’s the atmosphere of the game, which… well…it’s pretty Doom-like, but it’s missing something for me. It’s got all the spaceports and hellscapes and lava cities that I hoped for, that much is true, and graphically, Doom looks incredible, making full use of the sixth id Tech engine.

It looks great, runs great on PC and didn’t give me any problems with crashing or anything, but the environments are also not as vibrant or surreal as I’d hoped for. And it never went to a place of pure horror,
instilled a sense of dread, or even made me think, “Hmm… maybe I should think twice about going into that dark hallway.”

Instead, I was like,
Doom 2016 is all about adolescent wish fulfilment, a power fantasy as old as time. It revels in tearing through a crapload of ugly demons and making your guns overpowered, all while blaring a soundtrack that can morph into a cacophony of chaotic noise.

All right, don’t get me wrong. Mick Gordon did an excellent job blending djent metal and glitch electronica here, but it also gets so overwhelming sometimes that it can act as an audible coarse grit sandpaper, dulling the senses down by just ripping into them.
The whole game does this. It’s a non-stop gut punch of metal-driven insanity so much so that I had to put it down occasionally because it was just too much all in one sitting.

Speaking of which, there’s also the story, which ironically is also too much because of how threadbare it is. It’s the same basic story we’ve heard in pretty much all the Doom games. The Union Aerospace Corporation has opened a portal to Hell, and it’s up to you to put an end to it, however, you can, which is usually with guns, except this time, it’s Ultron telling you what to do.
COMPUTER: “But know this:
we exploited Hell and its resources because it was in mankind’s best interest to do so.”

It’s so trite that Doom Guy often smashes apart the computer consoles telling him what’s going on. Which, I mean, he’s got the right idea, so props to him. Lame storylines in Doom make people angry so just get through the plot points you have to and get to killing more demons for the 8 or 9 hours the campaign lasts and call it a day.

Well, unless you want to dive into the multiplayer, but prepare to take things down a notch. For all the things that the single-player does right, there’s two or three that the multiplayer does wrong, or at least rubs me the wrong way. To give you an idea of what to expect, this is another one of those cases where the multiplayer was outsourced, this time being developed in conjunction with Certain Affinity.

This is the same development group that most recently did the multiplayer for Call of Duty: Ghosts and the Halo: Master Chief Collection, which is a sign of things to come indeed. I played the closed alpha, the open beta and now the full game, and I haven’t enjoyed it in any incarnation. A few things bother me right off the bat.

There’s a two-weapon limit with the obligatory load-out system they put into place, the pacing and overall action feel slower than it should for Doom, and the progression and customization feel shallow, predictable and rather pointless. Granted, there’s stuff to enjoy too, like the design of several levels that I find to be fun.
Freeze Tag mode is a nice twist on team deathmatch, and getting the demon rune is neat the first couple times you get it, but…I don’t know. In a world of a thousand other shooters that do each of these things better,

I can’t be bothered with this. And compared to Doom’s phenomenal single-player, the multiplayer is forgettable and unengaging.
And I don’t have anything more to say on that. Well, not exactly, because there’s also Snapmap, which is Doom’s in-game editor.
It allows you to take a bunch of pre-made assets, snap them into a map, and alter their properties to create anything from new single-player levels to new multiplayer modes. It’s pretty easy to use and seems like it’ll open up some fun possibilities, but as of yet,

I haven’t seen anything made with it that gets me going. I’m sure it’s great to have on consoles where modding is less common, but on PC it just seems like a stopgap for true custom content. Last I heard, though, there will be no officially-supported modding of the game outside of Snapmap, so that’s a bummer. Still, this mode shows potential, and I do look forward to seeing what a bit of creativity can do later on.

So, final Doom verdict– well, the verdict on this Doom, not Final Doom, that’s another game– anyway, is that Snapmap is promising, multiplayer is forgettable, but the single-player is bloody fantastic!
And if you’re like me and have been craving a good sci-fi campaign to play through, then this is a solid choice.

I wouldn’t blame you if you felt the need to wait for a discount on the $60 price tag, or more, depending on the version you get, due to its being a lacking thing in a few areas, but you know, discount or not, I would thoroughly recommend it for the campaign experience alone. It’s a premium flavour of silly fun, paired with worthwhile gameplay that only comes along every so often these days, which makes this new Doom an event worth savouring. And if you enjoyed this video on the new Doom, perhaps you’d like to see my video on the old Doom, or other videos on topics that are existent.

Click on these if you’d like to see them, or just subscribe to see more videos in the future every Monday and Friday here on LGR.
And as always, thank you very much for watching what you just watched which is this.

Source : https://www.youtube.com/watch?v=DGkpqhD431c

Best Clash Royale apk You Must Have

Supercell recently released a major update Clash Royale apk in May, and they are up with a lot of balance changes that will fix incorrect reform in the last update. In the last update, Supercell was weakened and overcame many cards that do not work well, because it brings these changes to improve the balance of play. In order to understand this attractive application more you should know some key features of this game. It also helps you to have clear idea about this game strategy.


It lets you play in multiple selections with the next round in all parts of the world, get the chest and open gifts. You can also collect powerful new cards and improving the chest exists. Moreover, in this game you need to destroy the tower opponent and win the Crown chest epic. You can also challenge your friends and family, or friends for personal duel. It also allows you to learn battle strategy by watching TV duel Royal. Awesome thing about this game is that it lets you play for free.



About Clash Royale APK

As mentioned above, Clash Royale apk is a strategy game in which you have to move according to the intelligence of your battle. You need to increase the number of awards. In this game each player has the chance to improve the number of cards which will eventually form a studio of COC. You’ll have to collect the card, and every card is unique and you will have 8 cards in the deck. If you win then you will be able to get more prizes and glory. In addition, you can also get different benefits.


There are three main types of chest in Clash Royale apk game from http://clashroyalehackscheats.com/. You would get a free chest after every 4 hours. The crown is available for 24 hours, and to open it you have to win at least ten crowns in multiple fighting. The third is the chest, treasure chests, which in turn are divided into three types, namely: chest silver, magical chest and gold chest. You will be able to get this chest only if you win the battle. It also allows you to buy the chest with jewelry.


Clash Royale APK Card

Now let’s talk about the card. The classification depends on the best card statistics. You need to get a lot of common cards, which can be found easily. The second type of card is rare that a little hard to find and the last card is an epic superior among all the paperwork and harder to find than others card. While playing the game, you will find a shop where you can buy three random cards with ease. They usually update their store after exposure every 24 hours and on Sunday there is special offer, too.


Let us turn now to the clan. XP and level 3 will be available, you can join a clan or you can make a clan if you’ve got 1000 gold coins. The awesome thing about Clash Royale apk game is that it allows you to chat with your friends also to discuss strategies or participate in combat operations. Moreover, it also lets you donate your card.

Attack Strategies of COC

Attack Strategies of COC aims to provide you a different variety of strategies depends on your destination and a number of soldiers. There is the best strategy for all the rules and striker, it about finding what best strategies that work for you. You will most likely use a combination of strategy.

coc attack strategies


Farming strategies

Farming is an Attack Strategies of COC from Supercell to ignore the attempts to get the trophy and focus on getting the spoils instead. Generally, most farmers will focus on getting the gold, but it also allows to farm to the darker elixir or elixir according to your needs. Trophy level is irrelevant, as different levels hold the different strengths of the base and the amount of loot depends on the level of townhall.


1. Barb/Arch (Barbarians, Archers)
The composition of the army is primarily barbaric and archers with the possibility of some wallbreakers thrown depend on taste. The main purpose of Barb/Arch is to produce a quick and inexpensive army that allows you to attack more often at low cost.
The main strength of this kind of army is it has low cost and quick pace of production. This makes it ideal for elixir as the cost of production is very low. It is also a great strategy to employ when you have a lot of time and can attack more often. However, the strength of the greatness also causes weakness, which is that in terms of low cost and the fast soldier was also very weak in attack and can be removed with a base with strong damage.


2. BAM! (Barbarian, Archer, Minion)

BAM army is another variation of Barb/Arch in which you can add Minion, to boost the time of creation through the use of additional extra dark barracks. BAM doesn’t cost a few dark elixirs to generate, so it is not ideal for the cultivation of the dark elixir, but it can be great Attack Strategies Guide of COC to speed up the pace of attacks and get more gold and elixir. Like Barb/Arch, the main strength of it is low cost and has quick production time, but added fly Minion also make a great group attack the base with a low-level wizard towers and poor Air defence. Two drawbacks are generally more likely to splash damage and in particular, with it some people who were not like of the costs of dark elixir.


Trophy strategy

The following Attack Strategies of COC ignores the cost or need to loot and just focus on getting the trophy. Trophy hunting is a completely different game to the farm and at the highest levels of the cup will begin to find a stronger base, even near the top you will see a lot of rules and really reached the maximum or near the limit.

1. GoWiPe

It is the high cost of the attack, the army 2-3 star. It needs very long time to build, especially because of the witch who takes a large amount of time per room. Often people will use differences GoWiPe which is not included in Golem (Lab) or PEKKAs (GoWiz). People would add it in few wallbreakers for great measure. The entire strategy is to apply very high hit points of Pekkas and Golems to draw enemy fire and processors to add high break per second to record a quick Tower.


This video will be help you to understand about the Attack Strategies of COC:


8 Ball Pool Tips and Trick

8 Ball Pool Tips and Trick – a Common question you asked on Facebook may be how can I win 8 ball Pool games? To answer such question, the following tips and tricks will transform you from beginner gamer to professional potter just in a short time.


8 ball pool tips and trick


The first 8 Ball Pool Tips and Trick is to know the rules of the game.  There are some basic rules that all players 8 ball should know if they want to succeed.

  • If you bowl the ball with breaking off shot, you could still select whether you want to solids or stripes! You may think that it is great, but then realized that the lines are in a much better position. This option is still up to you to bowl until the next ball.
  • If the ball does not hit the bars around the table, the shot is violated. Many players make the mistake: it allows an opponent to move cue ball to wherever you want it on the table.
  • If you pot black pot but also cue ball down, you lose the game. Do not forget cue ball guidelines when you’re lining up the shot.
  • If you’re playing at the level of Cairo or above, you need to “call” pocket you want a bowl the 8 ball in. If you call pocket and pot the 8 ball in a different pocket, you may lose the game.


  1. Break

There was a kind of break you can make, but there is no only one type. The following types are the most effective types that is used for the break.

  • Hit the ball for the first time directly in the triangle and use top spinning to push through the package even more so.
  • Press the second balls as clean as possible to use the full stronger cause the ball to hit the cushion and went to pack again.


  1. Choose stripes or spots

Another 8 Ball Pool Tips and Trick is to choose stripes or spots. Your decision whether selects spots or stripes can determine if you win the game or not. Just because you have bowled particular type of ball or even a few early in the second half does not mean that you have to take your decision. Take a look at the all ball position on the table, and how many of ball in portable position? How good is the spread of the ball? What set that gives you a better chance to clean up? These are all questions you should ask yourself before proceeding.


  1. Pay attention to your strengths

The amount of energy used in the shots is almost as important as how accurate you are purposing for them. The harder you hit the ball, the more likely it will remain outside. In many cases, soft touch will make the ball have better chance to drop into the hole. This is especially important when trying to pot in the complex pocket. Be careful not to use too little force, though! You do not want to miss a shot because you directly hit it very soft. That is all about 8 Ball Pool Tips and Trick.