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A Closer Look at Doomfist and Characters Born from Nothing.

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Doomfist

What do you usually think about a character that comes from a small detail in a video game? You usually think of characters like ERMAC from Mortal Kombat who wasn’t really a character. Much more of a function that consisted on counting how many Error Macros you’d get in the arcade game. How about Walter Sullivan? Who was briefly mentioned in a pointless newspaper article in Silent Hill 2 before being turned into the main villain of Silent Hill 4: The Room? Doomfist is Overwatch’s version of these characters.

Doomfist

Doomfist: The Social Darwinist that Came from a Line

Born from a gauntlet Talon wanted to get, something a kid briefly mentioned in a cinematic trailer about how he could destroy skyscrapers. One of the most dangerous heroes in Overwatch was born from a single line and evolved into the character brimming with the power he’s now known for. Now, players know that he is Akande Ogundimu from Nigeria and is the personification of a Social Darwnist that would make Senator Armstrong blush.

Indeed, that sort of power goes to his design, which the Overwatch creators admitted was heavily inspired from Arcade fighting games. Considering that Doomfist is a close quarters combat character, he centers a lot around closing in opponents in direct one-on-one confrontations. It certainly is admirable to see Blizzard try to implement something as different as a fighting game mechanic into a First person team shooter.

Creativity with this character is one of the things I recognized when I tested him during the Public Test Region. I didn’t feel like this powerful badass who can punch through things. I wanted to be meticulous, show that every battle truly forges a man and that they learn from their mistakes. And truly, this is one character you can’t be totally reckless with. Because just like in arcades, Recklessness is harshly punished. But again, it’s one of the most admirable qualities of Overwatch.

Teamwork and Fighting games in a shooter

What I like about the heroes themselves is that they are amazing doing their own thing, but can’t truly live without their teammates. And while Doomfist is a character that can power through hordes of characters with his moveset. He can do it on a one-by-one basis. And if players try to attack others from up front. They will realize that Doomfist is meant to be a flank character that doesn’t benefit from direct confrontations. He’s not a one-man army, nobody is.

Doomfist

I can certainly say that Overwatch has done a magnificent job at doing with just a line in an early video presentation what many fail to do with entirely written scripts. Doomfist is certainly a character that will brim with power and show confidence for those players who want to be meticulous but show those amazing combos you’ll see in fighting games. Certainly, it is a character that was forged with battles. And hopefully, so will his users after July 27

I always wanted to be a journalist who listens. The Voice of the Unspoken and someone heavily involved in the gaming community. From playing as a leader of a competitive multi-branch team to organizing tournaments for the competitive scene to being involved in a lot of gaming communities. I want to keep moving forward as a journalist.

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Ubisoft says that future Assassin’s Creed games will need more time to be made

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As Assassin’s Creed Shadows is about to sneak up on people in November, Ubisoft says that the time between developing games needs to be longer to find the “right balance.” Shadows has been in development for four years, longer than any other game in the series up to this point. That includes the huge open-world epics Assassin’s Creed Odyssey and Assassin’s Creed Valhalla.

Shadows lead producer Karl Onnée (thanks, GamesIndustry.biz) says that the latest AC game took 25% longer to make than Valhalla. He says this is necessary to keep the quality of the series that it is known for: “It’s always a balance between time and costs, but the more time you have, the more you can iterate.” You can speed up a project by adding more people to it, but that doesn’t give you more time to make changes.

Onnée says this has as much to do with immersion and aesthetics as it does with fixing bugs and smoothing out pixels. This is because the development team needs time to learn about each new historical setting: “We are trying to make a game that is as real as possible.” We’re proud of it, and the process took a long time. In feudal Japan, building a house is very different from building a house in France or England in the Middle Ages. As an artist, you need to learn where to put things in a feudal Japanese home. For example, food might not belong there. Get all the information you need and learn it. That process takes a long time.”

You’ll have to wait a little longer for Ubisoft to work on each game. Are you okay with that? In what part of Shadows are you now? Is it interesting to you? Leave a comment below and let us know.

 

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You can now pre-order Lollipop Chainsaw RePOP on PS5

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You can now pre-order Lollipop Chainsaw RePOP, a remaster that Dragami Games and Capcom both created. You can now pre-order the PS5 game on the PS Store for $44.99 or £39.99. If you have PS Plus, you can get an extra 10% off the price.

The company put out a new trailer with about three minutes of gameplay to mark the start of the pre-order period. Lollipop Chainsaw RePOP is a remaster of Grasshopper Manufacture’s crazy action game from 2012. You play as Juliet, a high school student who fights off waves of zombies.

The remaster adds RePOP mode, an alternative mode that swaps out the blood and gore for fun visual effects. It also adds a bunch of other features and improvements that make the game better overall. You can expect the graphics and sound to be better as well.

The game will now come out on September 12, 2024, instead of September 12, 2024. Are you excited to get back to this? Please cheer us on in the section below.

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This Call of Duty: Black Ops 6 zombies trailer is way too expensive

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Is there really anyone who is following the story of Call of Duty’s zombie mode? We’ve known about the story in a vague way for a while, but we couldn’t tell you anything about it. It looks like the “Dark Aether” story will continue in Black Ops 6, but we don’t really know what that means.

For those of you who care, here is the official blurb with some background: “Requiem, led by the CIA, finally closed the last-dimensional portal, sending its inhabitants back to the nightmare world known as the Dark Aether, after two years of fighting zombie outbreaks around the world during the Call of Duty: Black Ops Cold War timeline.”

Wait, there’s more! “Agent Samantha Maxis gave her life to seal this weird dimension from the inside out.” Even worse things were to come: senior staff members of Requiem were arrested without a reason by the Project Director, who turned out to be Edward Richtofen.

Black Ops 6 will take place about five years later, and it looks like it will show more about Richtofen’s goals and motivations. The most important thing is that you will probably be shooting an unimaginable number of zombies in the head. This week, on August 8, there will be a full reveal of the gameplay, so keep an eye out for that.

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