Remilia Scarlet

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About Remilia Scarlet

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    The Celtic Warrior
  • Birthday 02/05/96

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  1. I know this is troll bait but Imma bite anyway. Marvel doesn't own "Ragnarök" or the right to use it in a title. And the new games DO fit in the timeline. When Kratos killed himself he went through a dimensional rift and ended up in Midgard. Not hard to figure out.
  2. 9/10 Love that show
  3. Finally splurged and got myself a New 3DS XL. God this is so much better than that 2DS I had.

    1. Stan Lee

      Stan Lee

      I have the New 2DS XL, it has all the power as well as the clamshell but no 3D since 3D was never appealing to me. The old 2DS is certainly an oddity but I like to use it from time to time

  4. Please keep in mind that the footage shown was shown at Otacon Online, hence the choppy footage. A full animation trailer will drop soon.
  5. 1. NieR:Automata 2. God of War 3. Bloodborne 4. Dark Souls III 5. Uncharted 4 6. The Witcher III 7. Resident Evil 2 8. DOOM 9. DOOM Eternal 10. Persona 5
  6. Finally beat my previous RE5 time (4:34:26 on PS3) at 3:41:36 on Xbox One!

    1. Blood-Stalker1


      On Xbox-_- 

    2. Remilia Scarlet

      Remilia Scarlet

      @Blood-Stalker1 Why does the platform I used to beat my record matter? All that matters is that I did it.

    3. Blood-Stalker1


      It doesn’t matter 

      As Long you had fun doing it 

  7. Has a decent completion rate
  8. You're confusing remaster with a remake. FC Classic is not a remake. As for topic. No. Absolutely not. Not unless they rebalance a whole lot of shit. Far Cry 2 was one of the most infuriating, frustrating and annoying games I ever played.
  9. DOOM is an absolutely incredible game. Congrats on the plat! You would probably interested in my review of DOOM Eternal. If you thought DOOM was badass then Eternal will blow your socks off.
  10. RIP AND TEAR DOOM Eternal has quickly made me realize two things; first, I was extremely wrong when I said DOOM couldn't possibly be surpassed in what it did; second, id Software has completely changed the face of the modern FPS, and probably gaming as a whole. Doom has a long and storied history in the gaming industry. While it was not the first FPS, it did more to popularize the genre than any other game. When Doom first released in 1993, John Romero and John Carmac, the creators of the first game, did something ingenious - instead of releasing the game as a full priced title they dropped it as shareware; basically a free to play version of the game that anyone could download, with the option to buy the full version on their website to be mailed to them. You could argue it was one of the first examples of a playable demo. Through the use of this method and their open book policy towards player made .WADs, Doom quickly became a popular game, and not without reason. Doom's fast paced, gory, intensely violent gameplay struck a chord within the community and industry. By the time Doom II had released the original had surpassed over 1 million sales and hundreds of thousands of custom .WAD levels had been generated by players around the world. Doom had become a cultural phenomenon and remains so today. DOOM Eternal continues that legacy in the best way possible. Immediately the first thing you notice when you start playing is that the janky little pistol from the previous game is gone. It has been yote into the bowels of hell. No, you have only the big toys to play with now. And they are truly incredible. Even the basic combat shotgun has been totally revamped. More power, more force, and more boom with every shot. With the gatling mod attached I would even go so far as to say it even surpasses the super shotty as it just completely eviscerates even the toughest enemies in mere seconds. And this game is very, very tough. Enemies take more shots and deal more damage, and they come at you in hordes. The AI is utterly relentless in its pursuit of the Doom Slayer. When you initially start up a new campaign the game warns you that even on the lowest difficulty setting you will die. A lot. Luckily, id has been kind enough to include 1 Up tokens in each level to give you extra lives should you die. When a token is used the screen goes into greyscale to signify the token has been used, instead of restarting the encounter. This allows the combat to continue flowing smoothly with no interruptions. Try not to get to that point, because tokens are limited in each level; but luckily for the player, 1 Ups can be stocked by revisiting past levels they have beaten, and as far as I can tell there is no limit to how many can be stocked - I currently have 34. However, before this happens the game will enter a slowdown once the player reaches a critical HP threshold to allow them time to glory kill an enemy so as not to have to use the token. It's a welcome change from the previous game because Eternal is brutally difficult at times. Of note is the buff totem, a hidden item in some of the combat arenas that must be destroyed. As its name says, it provides a considerable buff to enemies, increasing their damage resistance and output, and it spawns enemies infinitely until destroyed. Despite the difficulty it rarely ever feels truly unfair. In the 20 or so hours I played of the campaign I only encountered 2 or 3 fights that I would truly call unfair, and they all involved a Marauder mixed into the horde of enemies, or the unbelievably annoying Archvile. DOOM Eternal adds a lot of new mechanics to the bag of preexisting ones. Jumping has been upgraded to allow two consecutive dashes (plus an extra with midair dash refill pick ups). Glory kills have been revamped significantly to have more variety, and now make use of the brand new Doomblade, a wrist mounted retractable, serrated combat knife. The Doomblade is incredibly powerful, capable of instantly cutting through a demon's body no matter how thick its hide or bone structure is. The Doom Slayer will use it to decapitate, eviscerate, bisect, and gouge out and saw off multitudes of body parts. The brutality and creativity of the glory kills never ceases to amaze and disgust at the same time. Included among the new arsenal is the shoulder mounted equipment launcher. This is a multipurpose tool that will save your butt a lot. It works as a flamethrower that makes enemies drop precious armor when killed, a frag grenade that deals impressive splash damage and a freeze grenade thats enemies in their tracks, allowing you more breathing room. No weapon or tool ever feels out of place or useless in DOOM Eternal; everything has a purpose, and they serve that purpose well. In addition to the various tools and weapons in your arsenal, power ups can be found in the world to give an extra edge during combat. One major addition to the combat is the absolutely brutal blood punch, a single melee attack the just utterly devastates any enemy unfortunate enough to be subjected to it. Blood punch, as its name suggests, is a brutal punch that instantly kills all non-heavy enemies by obliterating them on contact, dropping health and ammo in the process. On heavies it does heavy damage, destroying armor and weak points. Every weapon with the exception of the BFG-9000 and Unmayker has mods you can unlock to improve their capabilities. Most of them have two mod slots, both of which have a mastery challenge to overcome. My favorite mod in the game is the full auto gatling mod for the combat shotgun. As stated before the full auto mod completely obliterates all enemies in mere seconds, and even works pretty well on the Marauder if you're fast enough. Once all mods for a particular weapon have been upgraded, you unlock the mastery challenge, which pushes you to use the weapon in a certain way to unlock its full potential. Doing so maxes the weapon out. However, if you find yourself struggling there exists a bypass - mastery tokens, a gold coin that you can find later in the game or trade excess praetor tokens for in the Fortress of Doom, that allows you to bypass the challenges instantly. It's a nice addition for those players who are struggling with their mastery challenges, though I haven't had much issue with them. Combat is a brutal, bloody ballet of chaos and destruction. Arenas have been designed to allow for a constant and seamless flow of movement. Monkey bars and climbing ledges allow for an unparalleled level of verticality that games like Unreal Tournament and Quake could only dream of. Jump pads, switches, floor plates and the like litter the levels to add even more options to your liking. Once the adrenaline gets pumping it is relentless and unceasing. Attention to your surroundings is paramount to survival but you never really feel outmatched. Until the Marauders and Archviles show up. As far as negatives go, these two enemies are just about the worst aspect of the game. They completely ruin the flow of combat and pacing. The Marauder has no weaknesses. It is immune to the Unmayker and the BFG-9000. When you get close it blows you away with a shotgun. If you stand too far away it unloads an energy wave at you. If you go midrange like the game tells you to do, it just combos you to death. Your only option for attacking and surviving is to stock up on 1 Ups and shoot the ballista in the literal 1 second time frame you have to attack when its eyes glow green. It has an energy shield that blocks all attacks and a wolf that it summons to harass you when you go too far away. The Marauder is utterly broken and completely destroys the pace and flow of gameplay. The Archvile is similarly annoying with many of the same problems. When first introduced in Taras Nabad, the Archvile does not get a pop up warning like every other enemy. No, instead the fight starts out with all enemies buffed, so you run around the arena for 30 minutes trying to locate the buff totem when in actuality, an Archvile is hiding behind a wall of hellfire summoning demons all over the place. The fire wall is impenetrable, soaking up all your ammo. The Archvile itself doesn't really attack much, instead opting to summon a horde of demons to attack in its stead, and as long as the Archvile lives these demons deal massive amounts of damage. The Archvile is a complete bullet sponge. You will easily go through hundreds of rounds of ammo just to kill it. As far as problems go, those are the two only major gripes I have with the game. There are some very minor nitpicks, though. Dashing in the air can be somewhat imprecise and general lack of ammo can be a bothersome annoyance if there's no fodder to chainsaw. Some textures can be muddy if the camera gets too close but that's few and far between. I did witness a demon fall through the level so I was unable to kill it and had to restart the encounter to progress. Now the combat stuff and negatives are done, let's move on to the rest of the game. Mick Gordon has once again proven that he is master of all and second to none when it comes to hair raising, frenetic, absolutely ridiculous and insane music. The soundtrack of DOOM Eternal is an energetic, stroke inducing, experience that sends shockwaves shooting through you, fueling that already adrenaline charged rush. I said when DOOM was released that he could not possibly outdo that soundtrack, but I was wrong. He did. Although no particular track stood out the way BFG Division did, the album as a whole takes what the previous game did and ramps it up 11. The absolute heart pounding, mindfuckingly loud and outrageous levels of heavy metal and doom synth outperform even the hardest rock concerts I have attended. It really puts the DOOM in DOOM Eternal's title. It really gives credence to the meme that Doom Slayer doesn't have boss fights - he is the boss fight. In addition (I've been saying that a lot) to the game's basic soundtrack you can unlock numerous tracks from id Software's past games. Scattered throughout the levels are various collectible albums that can be found hanging in the Fortress of Doom, complete with their own art. Accessing these in the hub will change the ambient music for the Fortress. It's a really nice touch to id's past. There's a lot of secrets to find. Ranging from toys of the monsters you encounter, to hidden and out of reach praetor suit upgrades to the albums and even cheat codes, there is no shortage of things to find. Exploration yields great bonuses from extra 1 Ups to mastery tokens later in the game. I even found some areas that use the original Doom textures similar to the secret levels in the previous game, though this time it's limited to a wall or specific item. The automap has been greatly improved this time around. Instead of just giving you the general layout of the level it now provides a much more detailed map. While it is still possible to get lost due to the sheer size of the levels I never found myself wandering quite as aimlessly as before. When you access the automap ststion it will bring up a full map of the level and you can unlock a perk that reveals all collectibles, though secrets will still appear as question marks. The praetor suit has 20 perks that can be unlocked. These are divided into five sections of 4 slots each - Environmental, Frag Grenade, Ice Bomb, Fundamentals and Exploration. Each of these provide bonuses to your suit and equipment - such as revealing the collectibles that I mentioned earlier, or increasing the damage done to frozen enemies. These perks are what the praetor suit tokens will be used for. Don't worry about missing any tokens. There is a surplus of them in the game and you will most likely unlock all the perks by the time the point of no return is reached. The excess tokens are traded for mastery tokens. As well as praetor suit tokens you have runes as well. Runes are used to further enhance your abilities. There are 9 runes and three can be active at one time. They don't drastically change gameplay but provide a slight edge such as slowing down time when using a mod in the air. The story of the game has been expanded considerably. There are now cutscenes in the game that are third person but they're never intrusive and honestly I quite liked them because they show off the incredible skins you can unlock in the Fortress of Doom. I will not discuss any plot points of the game as it is actually quite intriguing and vastly expands the lore of the game, so you should experience it for yourself. Much of the expanded lore is contained within the codex, which holds information on various game mechanics, demons, weapons, locations, and history in the Doom universe. Be sure to check it out. It's fascinating stuff. Challenges have also returned, pushing players to complete various mission constraints to earn rewards in the form of unlockables and sentinel batteries, which are used to unlock and power up various areas of the fortress. Each mission has three challenges. Completing all three unlocks a sentinel battery. Challenge progress is saved so you can go back into mission select at any time in the story to finish them. Alongside these challenges are a new game mode called Slayer Gates. These are extremely challenging combat encounters that push you to the limit. Completing a Gate earns you an Empyrean Key. Obtaining all six keys gives you access to the Unmayker, a returning weapon from Doom 64. Slayer Gates disable cheats when used in mission select so bear that in mind. Multiplayer has returned, this time developed in house by id themselves. It is all the better for it. This time an asynchronous mode called Battlemode, it pits a single Slayer against two enemies. It is frenetic and outrageous, and most importantly, fun. There's not a whole lot to it, but the simplicity works in its favor. You can choose from 6 demons to play as and the customization is really cool. As you progress you unlock more skins and options for your preferred character ranging from pedestals, victory poses and effects. Some final words, before I end the review. I meant it when I said I believed DOOM 2016 was the pinnacle of the FPS genre. It was as close to a perfect shooter as I had seen. The multiplayer was pretty bad but everything else was phenomenally well done. The soundtrack by Mick Gordon is my favorite of all time. The frenetic and gory gameplay is polished as hell. That said, DOOM Eternal has taken what id did with DOOM and improved it in every single aspect. Even the multiplayer is good now. While it has some annoyances in the Marauder and Archvile, it does everything it does so incredibly well that in the end, it's easy to overlook those as mere oversights id made in their passion for DOOM, and their passion for gaming as a whole. id Software's love for gaming shows in every aspect of DOOM Eternal's development. I was sad to see SnapMap go, but in removing that they were able to focus all their creative energy into making a well done multiplayer capable of standing on its own, and, in my humble opinion, the single greatest singleplayer campaign of all time. 10/10 - MASTERPIECE
  11. So I decided to compile the entirety of the Sentinel lore into one post for ease of viewing. I know a lot of people hate going through the Codex to read the story and lore so I figured this would be a good place to do it. Translation from the 'Ligra Sultagenta' (Book of Kings) In the days before man first spoke, an immense shard of rock and metal was cast unto the world from the heavens. Thunder and cataclysm shook the land as the skies were torn asunder. The Cosmic Spear cleft a hole through our mortal lands, pole to pole, from the cold wastes of the Umbral Plains to the fetid swamps of Ironfang. The Womb of the World opened and the Elemental Wraiths, the Firstborn, spilled forth. They took to the skies, fierce in their emancipation. In their exultation, they brought vitality to the land, and all that felt their breath were awakened by eternal slumber. Fierce beasts and an unforgiving biosphere rose in the passing of their shadow as the Wraithcall echoed across Argent D'Nur. First came the Ancestrals, feral creatures invigorated by the magic of the Wraiths. They grew to enormous heights, mighty behemoths who waged war with each other for years untold. Their battles tore the land asunder and destroyed all creation caught in their wake. The Wraithcall continued to spread across the land and soon the Argenta emerged from the steppes, our souls stirred into form by the power of their breath. The titans towered over the wild-blooded tribes but found them uncowed. The Secret of the Sword was discovered, and in the darkness of sweltering mountain-forges, we beat steel until it was strong enough to pierce bone and sever flesh. Thus we came to be; born of rock and fire, lowly in birth but risen by the strength of our will. By the blessedness of the First Ones, we forged sword and shield and took the hammer to the Ancestrals. We claimed dominion of creation by right of blood and magick, and the Time of Man came to be. With the Ancestral beasts driven back to their bleak valleys, we rose. We tilled the fertile land, husbanded beasts of burden, and built towering cities. In the Hallowed Palace, on the Obsidian Throne, we crowned King Ormero the Father, the first of the line that shall weigh in perpetuity. We built the Cathedral of Reflection to worship the First Ones and formed the Order of the Deag, whose priests pay tribute to the Wraiths and appease their tempestuous hunger. Our sons and daughters chose the path of the sword or the path of the alchemist, for each duty honors the Gods. Though our ways were righteous, we were not without strife - storms and great quakes cast our spires down, barbaric tribes laid siege to our fields in search of the great gifts mother Argenta has bestowed upon our work, and the song of the Wraithcall threatened to drive lesser men into madness. We were not lesser men. We defended that which the First Ones gifted to us, our lands and right to the bounty held within. We beat back the barbarian hordes and hardened our resolve. We rose above the fire, our bodies and souls tempered, and an unbreakable will was shaped in the forge of battle. What emerged was the heart of our legion - the order of the Night Sentinels. In the Time of Grief, when King Etrex took the throne, a blessing came to the people of Argenta. White porcelain beings from another world above our own brought gifts to D'Nur. Observers to our great deeds, admirers of our convictions, they sought to make bond with our swords and bring lasting order to our world. These were beings unlike any we had seen before, sword and shield held no weight against them, for the ethereal flesh of these luminous beings seemed unbound by mortality. Able to move through time and space, they held sway over all dominions of the known and unknown dimensions. Through their ways we grew stronger, our society bolstered by their infinite wisdom and all-knowing power, assuring our peoples' safety for all time - in this world and the next. Where we sharpened the blade and mastered our magick, they bolstered the soul and spirit. Death would no longer be the end for our people. The ones we call the Maykrs, our new allies in this brutal world, have given us the security in death we fought so hard to achieve in life. We would find eternal peace, and our minds would rest easy with the knowledge that those we fought alongside in battle would join us in the lands beyond the mortal plane. The strength of our ways, the purity of our essence, would by Maykr law grant us passage to the great city in the clouds. There, women and children, warriors and kin alike would welcome us. We adopted the holy doctrine of the Maykrs, gifted in exchange with the change to earn eternal rest for our immortal souls in blessed Urdak. The covenant we held now under the embrace of our new Gods fostered a peace we had never known, for they were unlike the First Ones, whose presence offered no paradise from fear and the uncertainty of existence in a harsh and unforgiving world. The Maykr's embrace was warm, and guided us into an era of spiritual prosperity. With machine and enchantment of the Maykrs, the Argenta brought our newfound clarity to the disparate realms of the Empyrean Void. We took flight with the support of our Gods, spreading the enlightened word of the Khan Mayker. We discovered there was not one Enemy, but many. Worlds and peoples unknown to the Argenta were unveiled, and we saw our own suffering reflected in their eyes. Our righteous army strode into battle under the banner of the Night Sentinels and fought for the freedom of all peoples from the grasp of those who would exploit and prey upon them. Though we battled on soil not our own, the blood we shed in foreign land safeguarded Arget D'Nur, and the sons and daughters that defended it. Through the strange peoples we liberated, new alliances were formed, and our beliefs became their own. Our armies swelled. As the Argenta traversed the stars with gleaming war-fleets the Khan of the Maykrs approached King Roan on his throne. He sensed his God restless by her disquiet manner. The King and Khan spoke, and the God revealed she had foreseen a schism in the blood of Argenta. A test would be required to identify its host among us. She spoke of a holy rite to be performed on the strongest of our warriors; only those that proved worthy would be tested, for the impurity could reside in only the most resilient of our legion. The Divinity Machine, a great tribute by Maykr Scolaris, would help us to cleanse any impurities from our flock, ensuring our continued prosperity in this world and in the Maykr realm that awaited in the afterlife. The Malicious One, if not exhumed from our ranks, would jeopardize our safe passage to the heavenly realm of Urdak. The Dark One was not amongst them yet, nor would he be for many generations. Only the Mother God, through divination and Maykr-sight, would determine when he stood before them. The Maykrs were truth, and only their unclouded eyes could find the one who was marked. The prophecy of the unholy one was written, but through the ages the warning grew faint until only the Khan Maykr herself and the high priests of the Order Deag still whispered of He that would one day come to threaten their way of light. In the time of King Novik, as the Argenta secured peace and safety through dimensions across time and space, an Outlander came to us. He was not of our world, and spoke an ugly tongue. How he first took step upon our land was unknown. Sentinel scouts had found the Outlander bloodied, clawed and near death, mumbling of impending Doom and the forces of Darkness. The scent of blood followed him, and the gore that stained his armor seemed not entirely of his own. By Argenta law the stranger would be judged in the Coliseum, where he would be given the chance of all who stray from the Path to fight for his freedom. We knew not of this Stranger; his mind seemed crippled with rage. He dressed in attire not suited for our lands and carried munition of arcane origin. We watched as his will overcame his injuries, and in the Blood Arena he proved his worth. The Outlander's technique was crude and brutal, but the determination in his charge echoed that of any trueborn Sentinel. His war cry echoed through the Coliseum as did the sound of his fury, and the guards cheered his banner, 'Rip and Tear' they shouted as the beast pushed beyond mortal wounds and certain death. He would be gifted no rank, no title. The survivors in the Arena were provided only one reward - the right to earn an honorable death while spreading the blessings of the Maykrs to those in need. The Outlander's determination was witnessed, his ravings documented and through the word of the Order Deag the Khan Maykr had him brought before her. She set her minions to learning his tongue, for with his ugle words he spoke of lands unseen, creatures born of fire and a dark place unknown to the Queen and her cast. Yet another opportunity to expand the gift of the Maykrs to those in need. On the eve of the Black star the Dark Ones came from a world beneath our own, not through ship nor ephemeral vessel but through the fabric of dimensions. Out of swirling, fiery gates came horned beasts from a timeless realm. First one, then many, crashing waves of evil swelled from the obsidian forest of the Argentian Overlands. The Alorum clans from the eastern mountains fell first to the black hordes of devils, and the city of Telorum was slung under the weight of their charge. We Sentinels rose to meet the beasts with spear in hand, the might of the holy fleet striking back at the demons, but the dark gates from whence they came gave birth still to even greater hordes. A line of blood was drawn with the fallen on both sides, and the Unholy Wars began as the time of darkness came upon us. Unlike enemies of the past we could not contain the demons emergent from the Dark Realm. Their weaponry was not conjured from machined steel but from the essence of their very being. A dark magic not known to us in our many conquests - had we grown overconfident, our victories serving to dull our blade as we drank in the glory of our expanding empire? Lost, we knew not of how to prevail against this foe. The Maykr Gods stood perplexed, and our engineers and Priests scrambled to find the advantage in battle we so desperately needed. Unknown to the enemy we were pushed to the brink of defeat, and our Gods stood with us as we worked to find the answer. The Order of the Deag were first to unlock the mystery of these foul creatures. The Priests were able to capture several of the beasts and set about to identify the source of their power. It was then that the Essence of the Dark Realm was discovered. Not wholly unlike our own, this power was the life-essence that flowed through their twisted form and powered their attacks. It could be harnessed to power our weapons, giving the Argenta the chance to combat the demons on even footing. The Priests believed that with greater knowledge of the Essence we could discover its source and cut if off from the demons to strangle their armies from within, allowing us to regain the advantage we required for victory on the battlefield. The Khan Maykr gave blessings to our majesty and directed the Priests to delve deeper into the mysteries of the scarlet Elixir from the demonic realm, for she sought only to return balance to our universe. Proper assimilation was required, as Hell stood beyond her influence. After great effort the Priests discovered more than they had ever hoped for. They learned of the true nature of the demonic energy, and how it could strengthen those skilled enough to harness its power. The energy coursing through the malformed bodies of our relentless enemy could be used to end life, or to enhance it. The power to heal, to mend, immortality, knowledge and enlightened faculties beyond our understanding. With the demon's life force in the skilled hands of the Sentinel Priests, and under the righteous gaze of the Khan Maykr, our people would not only rise to victory over the unholy horde that clawed at our walls; we would move to a higher plateau of existence, ushering in a new era of military science and industrial healing. No Sentinel would grow sick, no Maykr would need suffer the Transfiguration that they so feared; all would be risen. None could ever oppose our peaceful ways and threaten our world again. True balance over Hell and its legions, over space and time, in this world and all others - we would dictate the order. United with the Maykrs, we would find eternal peace. The Khan Maykr demanded a tithe of the Essence, and driven by her desire the Priests submitted themselves to her will. The Order of the Deag took council with the King, speaking only of the spoiled lands sure to be found through the cleft in creation, and the opportunity to purge the new invaders from Argent D'Nur. We took the war to their cursed land, pressing through the gates of wizardry. There was one among us who seemed to know the true nature of these foul demons. It was The Outlander, the stranger who had come to us from places unknown, he who had survived in the front lines far longer than any Sentinel-born prisoner had before. His passion for battle against the vile horde was evident, his lust for their destruction matching our own, though Argent D'Nur remained a foreign land to him. His fervor caught the attention of Inquisitors of the Sentinel Guard, some whispering of a suspected allegiance he held in secret with the demons. Silencing the critics, King Novik deemed him worthy of selection. The Signifiers brought a commission to our King, and it was decided that he be lifted from the common rabble. Though no Arena-borne prisoner had ever been granted the honor, the Night Sentinels broke tradition and deemed the Outlander worthy of training. A number of disciples grumbled and chafed at the barbarian present in their ranks, but in the war with the demons all opportunities for even the slightest advantage was to be considered and as they witnessed the Stranger spar with their hall-masters they found in him an undying, unrelenting compatriot. This man was an outlander, friend to none, and yet rose each time he was thrown to the dirt of the circle. Battered and bruised, his brow stained with blood, he rose with grim determination for the chance to face his enemies in armed combat once again. Time passed as the Stranger was instructed in the codified matrices of their Order, the ancient lessons of battle and brotherhood taught to all Sentinels. He could sense the opportunity before him - soon, all of Hell would feel his wrath once again. Satisfied that he would not be a detriment to their prowess, the Night Sentinels granted him his wish as they ventured through the hellgates with the Stranger in tow. They knew no rest, fighting in the unnatural elements and training under the blood-moon of night. The Stranger suffered exhaustion, wounds, and sickness, but asked for no aid and was offered none. Three times the Night Sentinels ventured into the gate and back, and upon every return the Stranger strode more capable than before, his gait locked in step with the march of the Sentinels, a disciplined and now controlled lust for demon blood ever present. The passing of years and innumerous battles with the devils indentured the Stranger to Argenta's mightiest warriors, and no longer did they condescend to him as a new-blooded conscript, for to them he had become a brother-in-arms forged in war. An ally, and a weapon. As we warred with the beasts the Argenta society grew, under the watchful eye of the Maykrs and through the endless power of the Essence. While our generals were consumed with the Unholy War our culture was marked by the beautiful potion the enemy had provided us - the sweet Elixir. It brought us immeasurable capacity and empowered us to reach farther into dimensions once thought to be beyond our grasp. Under the direction of our Maykr Gods and the engineering of our High Priests, our weapons blazed and our war machines stormed. The throngs of the populace drank deeply from the well of energy unveiled by the Priests, but we of the Night Sentinels took no part in their abundance. Some among us whispered accusations and warnings against this manner of progress, but they were quelled, as it was not our role to dictate the future of our people, only to defend it. As the Black Star ascended to its zenith, King Novik sat restless on his throne as a howling darkness began to assemble just beyond the Mountain Rise to the East. The Blight came upon us in droves, flooding forth from the Hell Gate with merciless fury. They brought with them a monstrous Titan, the Dreadnought, a beast to rival the stature and menace of even the mightiest Ancestral. The grotesque giant laid waste to all before him, crushing all in his path. This was a total demonic assault, striking at the heart of Argent D'Nur as never before. How was it that the behemoth could pass through the demonic gate without warning? We would never know, though the Night Sentinels believed treason was at play. Caught off guard, the Sentinels scrambled late in defiance of the Titan and his horde, and with his coming the holy city of Taras Nabad prepared for judgement. With the onslaught of the demons massed in the sprawling shadow of the abhorrent fiend, the city shook to its foundation. None were spared, save those that fled north. The vile swarm ransacked our temples and palaces, burning our towers and feasting on the souls of our clergy. Yet the Night Sentinels rallied, and held fast against the demons, though they were pushed back and corralled at the Blood Arena. As the dark of night descended their swords remained potent, and shred the enemy multitude with abandon. Amidst the unyielding ranks of the Sentinels, when all other apprentices had fallen in battle, stood the Outlander. 'Rip and Tear' he roared, ferocious in battle. The remaining conscripts of the Arena stood in awe as they witnessed the beast who had once raged within their very cells, now armored alongside the shoulders of Sentinel brethren. He had risen where none other had before, a trueborn Sentinel fighter - the very best among them. But though the swarm fell before their assault, the Titan remained invincible, for none could tame the behemoth alone. In the hours before dawn, as the Night Sentinels weathered the relentless assault, the Outlander held his ground at the foot of the great wall in the northern bend of the castle. Seeing his unending vigor, Samur, chancellor to the Mother God, hurried the Outlander away under veil of secrecy and, for reason unknown, submitted him to a rite untold. This was heresy, for Samur received no consent from the Khan Maykr nor did he receive her council. In the Chapel of Purity the Outlander submitted himself to the Divinity Machine. There Samur Maykr, the seraphim known to us only as the aide to the Mother God, blessed the Outlander with fierce speed and power to match his will. It was the method by which this transfusion took place that was most uncertain to us, for we were of the knowledge that the Maykr device bestowed onto the Argenta so many generations ago was to be used by the Priests only to find the impurity among us. How could it be that the device that was meant to cull the Sentinel breed of its contaminants could then be used to purify the Outlander's body, and give rise to the one who would lead us into battle henceforth? What rose from the holy coffin on that fateful day was not the impure abomination the covenant warned us of; the hero within would come to be known only as the Great Slayer, the time walker, the warrior Khan whose fire-sword would blaze forth a path for the just and cut through the demonic horde with a vengeance that only a God King could summon. He rose unbroken by the Ritual, his eyes burning with Maykr magic. He took the Crucible in his hand, and Wraith-fire leapt forth from the blade, as only it will when held by a true Sentinel warrior king. In our darkest hour, the Slayer had been chosen. Defying tradition, our most sacred laws and the will of the great Khan herself, a Stranger to our lands had been blessed with celestial might. With the coming of the Slayer, the Night Sentinels took the campaign deeper into the heartland of the demons than ever before. Mighty Atlanswere brought forth, tearing paths through the hordes of Hell alongside the Slayer and his army. The high priests, under the guidance of the Mother God, had found means to gain entry to the innermost regions of the demon world, and with the Deag's presence new gates could be opened. Our war machines were unstoppable, wrought with Maykr technology, enhanced by the very Essence our enemies hurled against us as our armies drove deeper and deeper into the blood-drenched territory of the demons. Countless victories were assured with the power of the Slayer, for with the Alpha-Interfector at the fore of our pack we brought certain doom to our foes. And though our hearts were pure and our purpose righteous, unbeknownst to the fighters of Argenta, in our wake and under the veil of secrecy the Mother God had set her Priests to build vast factories upon the heathen's land that she might gather the Essence for further development. How this deception began we would not know, for our focus remained on the hordes of the underworld. Why then would we stoop so low as to consider our Mother God of betraying our covenant? The Khan Maykr did not seem at ease with the unforeseen rise of our Slayer, and the seraphim who had birthed the destroyer in secret soon vanished from Urdak, perhaps exiled for his heresy. Our legions rose unfettered under the unquenchable rage of the Doom Slayer, and his design led the Khan Maykr to find profit in his endorsement. It soon became known that the Slayer was the Maykr's god-machine, a holy relic reborn, sent to bring the Maykr's word to the wicked and to smite those who would seek to harm all who followed the path to Urdak. With the Slayer unwittingly cleaving a path for her the Mother God syphoned the Essence, processing it beyond our knowledge into the fuel that would come to be known as Argent Energy. The Slayer cared not for polity. He took no interest in the workings of our people, but set his task only on his desire; the destruction of the demons and their world. He no longer spoke for reasons unknown, though it was understood that he still possessed the ability, offering guttural hefts of anger as he inflicted pain upon his enemies. For years he marched with the Night Sentinels through the fires of the demon lands, and every return to our homeworld found much changed in Argent D'Nur. Should any blame be apportioned to the Sentinels it is this; in our fervor we were negligent of our people, and did not see the rising tide of evil our crusade empowered. We knew only the enemy laid before us and the wealth of Argenta at our backs, and did not pause to seek the cost and method of this progress. Yet as the Slayer and Night Sentinels battled the demonic host, their failure to act outside the confines of their duty allowed the rancor of the Essence to grip the Argenta. It was on a mission deep within the boiling seas of the nether realm, where the Order of the Six reside, that a company of Night Sentinels learned of the Khan Maykr's true dealings with the callous beasts. By Maykr design it was kept secret from the Sentinels and Argent people alike that the essence we had grown so reliant on during this war was comprised of the very spirit of our brothers and sisters who'd fallen to these vile creatures. The truth had been uncovered, that all beings who found their end by the demonic horde would become a vassal of the Hellscape, their flesh in time twisted into the very demons we fight, their souls extracted to create the Essence that powers their world...and ours. The victims were the enemy, and the enemy would become us. The soldiers stood in awe at the base of a factory dedicated to such action, a place where the bodies of the slain were sorted and processed, tortured for the mill to have their souls extracted through sinister magick. Enormous vats of pain and suffering, ethereal energy, the haunting sounds of lost souls awash in an eternity of servitude, transformed into energy to power our struggle against the Dark Realm and its malice. But worse than this grim reality was the discovery of the machinery which was used to enact the vile process our fallen had been subjected to, for it was not by hoof and claw that this blasphemous technology had come to pass, but by the hand of the Argenta guided by the Mother God's desires. We had fallen deep within the grasp of the enemy, what we had fought against would not reveal itself to be true, as without countenance we could hold no sway over the Argenta populace. Regardless, the honor of the Night Sentinels would have to hold up the verity of these claims, and the Mother God could be our divinity no more. In secret corridors and clandestine conference, the Night Sentinels would find those amongst them who similarly distrusted the Essence and had foretold the swelling corruption. Once the truth could be shared, the skeptics became members of the Sentinel Insurrection and the breach between holy and unholy Argenta began to grow. The truth could not be denied; the unholy spires raised in the Barren Lands functioned by blessing of Maykr machinery. The Khan had betrayed Argent D'Nur, and had made concert with the demons to harvest their Essence, in return granting them access to all worlds under her influence. A symbiotic relationship had formed and darkness now had been balanced by a light, for where there was Heaven, so there would be Hell. The followers would be granted passage to Urdak, and the sinners would fall into the fiery pits of the Dark Realm. This word would be spread from all cultures in all worlds and in all places. We were not without blame, for it was our people, the Priests and Sentinel engineers, who'd laid the work in place. Argenta's slaves had built the dark factories, and our own ancient Wraith-energy helped purify Hell's Elixir into the miracle fuel that now powered the Maykr's world and our own. The Night Sentinels spoke of the evil brought by the Essence, and carried their word to all who would listen. We had helped to create this new dichotomy and so it must be for the Argenta to stop the spread of this pestilence, this new phase of existence, the dark and the light. If not for us, then for the innocent whose worlds have yet to fall under the spell of the Maykr God and her unseen allies in the Hell dimension. Even when the Night Sentinels returned from the demonic realm with tales of slave factories that damned the souls of the innocent, the indoctrinated masses of Argent D'Nur took no quarrel with the Maykrs. They were indebted to the demon Essence, the Ministers deliberating but finding no basis for change. The messengers were cast down for daring to speak against those who have gifted us so much, our Gods. The Maykrs, in their infinite wisdom, would see fit that the faithful continue life anew in Urdak. They feared the wrath of the Mother god; a lifetime of servitude would not be undone by this insurrection. This was simply another trial, a test of faith to identify those that were truly worthy to experience life eternal in Urdak. The Argenta would not waiver in their resolve. The Night Sentinels prepared for war once again, though this battle meant drawing the blood of their own brothers. Our army had seen the work of the demons firsthand and knew its evil. They had returned to the way of the Wraiths, and though their armament was diminished without the Esence, it remained pure and righteous. A division amongst the Argenta had occurred, one side standing in opposition to the doctrine of the Maykrs, the other locked in belief. The Ascended Empire was comprised of the faithful and misled, wielding the desecrated energies of Hell, the power of the Maykrs, and Marauders who had sided with the Khan. The Night Sentinels were bolstered by the free people of Argenta and the mightiest of all killers, the Slayer himself. Plans and tactics were drawn. The Sentinels would close the Argent energy factories in Nekroval, that which fed the world of Urdak directly with its supply of fresh Essence. They would stop the flow. The slumbering Wraiths would wake from their sleep and give Argent D'Nur courage. For years the Civil War raged and took its toll on the soldiers as their armor laid stained with the blood of their brothers on a cursed battlefield. Finally, an opportunity to end the war had been discovered by the Order Deag and the Night Sentinels. With the Slayer at the head of their army they gathered to traverse through the gate and sunder Nekroval, the city of the dead. The Order of the Deag, the High Priests who had pledged their allegiance long ago to the Night Sentinels, worked in service of our mission. Those holy Priests, who had served the Argenta since time immemorial, assured us that the way was clear. A plan was set to march into the accursed walls of Nekroval and smite the factory, cutting off the flow of Essence to Urdak and denying the Khan Maykr of her prize. Our forces took spear in hand and advanced, and it is there that the venom of treachery struck. Upon entry through the Hell Portal the Night Sentinels were scattered to the winds of unplanned chaos. Our warriors were separated, our ranks split as the gates twisted and hurled them across the Unholy Realm. Some of our warriors appeared near to gates they had walked before but found that the vile Priests had barred the way back. Then the trap was sprung, and each lone Argenta found himself set upon by bloodthirsty multitudes of demonic beasts. Let it be known that it was not the Priests alone who failed the Northern armies, but one of the Sentinels own. Hell found his weakness, and exploited it to the demise of Argent D'Nur. If not for the Betrayer's stroke of madness the Wraiths power would still be our own, and the Sentinel flag would still rise above Argent D'Nur to this day. Scattered in Hell, abandoned by their clergy and reinforcements, the Sentinels proved their worth in what would be their final war with the forces of all evil. Unrelenting power in the face of certain death, the Sentinels crushed hundreds of demons and skewered Titans. When their Atlans held no more fuel the Sentinels took to the ground and fought the swarms on land. All of Hell knew of the Betrayal, for it was without question the Maykrs and the Priests who had sowed the seeds of deceit long before the brave warriors passed through the gate. What Hell saw that day was the beating heart of the free people of Argent D'Nur; they did not flinch in the face of their own certain death. They died as they lived, with sword and shield in hand, Urdak too low a place to house such giants. Theirs would be the fate of warrior gods, remembered for all time. Lord Sash, the stalwart banner-sergeant, was found with his war standard pierced through the throat of a great beast, his body surrounded by the corpses of enemies. Roan the Mighty, the light faded from his eyes, had eviscerated such a multitude that their entrails clung to the black rocks like vines. Gor, relentless until the end, had broken his blade on the backs of his foes, and by the time he fell he had slain another two-score with his hands alone. The Priests believed the Sentinels all slain, but we are Argenta, born to overcome. Rumors, deemed heretical by the Order Deag, persist and claim that the Slayer himself still rages in the Unholy Realm. None who live can know, for the future of Argent D'Nur has been bent and twisted by the perverted vision of the Essence-drinkers. Never again will the light of the Wraiths illuminate our world. All has fallen. If the Slayer does live, let him carry our vengeance forward. If he persists, let him wreak violence on those who have wronged us. May the blood of his sword never dry, may his war never end until the guilty have been punished, and may this evil never again spread its shadow over another world.
  12. DOOM Eternal is FPS perfection 

    1. guy who says bruh

      guy who says bruh

      Doom 1993 is perfection (classic and fundamental). Doom Eternal is his grandson who tring to look cool.

    2. Remilia Scarlet

      Remilia Scarlet

      I can tell from your comment that you're the type of person who hates change and thinks Doom should have ended after Doom II.

    3. guy who says bruh

      guy who says bruh

      Nah, I am not that type of person. I am a guy who playing doom games since 1999 (I've also made mods, maps ans hosted servers for many years). I respect all games in series, but what I said is last two doom games are gruesome showing-off type of game. They looks fantastic, sound design is briliiant but core gameplay design it's very simple and not challanging for FPS game. It ruins fun for me, but..if players all around the world having fun in those games, its nothing but a good thing.

  13. When launching the Slayer Gate it will revert all infinity symbols to normal numbers but I have tested this with three gates using the BFG-9000. The ammo counter will not decrease when shooting the gun. Have fun fellow slayers!
  14. No shit they need to be nerfed.