11/10/2023 0 Comments Mighty Doom AchievementTrophy![]() ![]() I’d find projectiles flying at me from all directions, pinkies and lost souls charging in from offscreen, and revenants dropping down to lob missiles at my face. On top of that, the number of enemies on screen in some levels increased to the point where it could be difficult to tell what was even happening. Two things happened: first, the enemies became noticeably more powerful, draining big chunks of my health with a single blow. I was somewhere in level four when I hit a steep difficulty spike that halted my progress like a BFG blast to the chest. During those early hours, I could make progress at a reasonable rate as well - I might die on a stage 10 boss, but I’d be able to make it several stages deeper the next time after upgrading my Slayer between runs. After one run, I always wanted to start another to see if I could get closer to beating whatever level I died on. Take all that together and I had a lot of fun in my first few hours with Mighty Doom. Your demon-slaying runs are accompanied by a heavy-metal soundtrack that sounds like it was pulled straight from recent Doom games, too, giving the whole thing a boost of intensity as the announcer growls the names of your upgrades in a delightfully over-the-top manner. The enemy variety in the levels mostly works well, too, with weaker pawn-like foes up front, sturdier tank enemies in the middle, and ranged opponents in the back. Bosses are big, souped-up versions of standard enemies like imps, soldiers, revenants, and prowlers, but they have their own unique attacks and patterns, so they feel fresh - at least the first few times you encounter them. Most levels are made up of 40 stages roughly the size of tennis courts, with bosses to take down every 10. These upgrades go away at the end of each run, but they make Mighty Doom exciting and rewarding on a moment-by-moment basis. ![]() ![]() This is incredibly empowering, as toward the end of a run you might be double-firing spread-shot rounds that bounce off walls and ricochet from one enemy to the next, while lobbing grenades with upgraded splash damage. Cam Shea, JScore: 6Īs a roguelite, you start each run with only the persistent gear you’ve equipped between levels, but you’ll earn lots of temporary upgrades as you slay demons mid-run to increase your combat capabilities. I’m still going to keep playing Diablo Immortal, but without overhauls to the monetisation and the many restrictions, it’s going to be a dip in, dip out game, as opposed to a world I want to live in. Instead, that dream is so far out of reach that it’s not feasible, and the further in I get the less the rewards offered by those paid services are actually likely to be meaningful. If the Empowered Battle Pass and Boon of Plenty offered more, I could definitely see myself renewing them each season and steadily working my way through the many difficulty levels as I ascend Immortal’s 600 paragon levels, and gradually – oh so gradually – ranking up my legendary gems. And for everyone in between? It just doesn’t offer good value for money spent. As a casual, purely free-to-play experience it offers a lot to do, with its empowering ARPG combat and interesting skill system, whereas for those that want to be competitive in PVP it quickly becomes restrictive, punitive, and money-grubbing. There’s so much to like about Diablo Immortal that it really pains me to see it so close and yet so far from being a game I can heartily recommend. ![]()
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