{"id":2754,"date":"2010-11-24T08:01:33","date_gmt":"2010-11-24T08:01:33","guid":{"rendered":"http:\/\/danielprimed.com\/?p=2754"},"modified":"2010-11-17T08:32:49","modified_gmt":"2010-11-17T08:32:49","slug":"doom-resurrection-mechanics-analysis","status":"publish","type":"post","link":"https:\/\/danielprimed.com\/2010\/11\/doom-resurrection-mechanics-analysis\/","title":{"rendered":"Doom Resurrection – Mechanics Analysis"},"content":{"rendered":"

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You could probably sort my iPod app store purchases into a few core groups: platform-specific games with a strong reputation (Spider<\/em>, Space Invaders: Infinity Gene<\/em>, Rolando<\/em>, Eliss<\/em>), games made popular on other platforms which are cheaper and run well on the iPod (Ace Attorney<\/em>, Cooking Mama<\/em>, Diner Dash<\/em>, Mr Driller<\/em>) and games which are iPod exclusive instalments of major game franchises (Assassins Creed 2<\/em>, Doom RPG<\/em>, Wolfenstien RPG<\/em>). As you might have guessed Doom Resurrection<\/em> belongs in the last camp.<\/p>\n

Resurrection<\/em> is one of those games that attempts to push the technology of a portable platform beyond what is usually expected of it, and while Epic’s Infinity Blade<\/em> kinda makes it seem redundant now, it doesn’t hinder the fetish that I have for these types of progressive portable games. Whether the design can match the technical prowess, we’ll see\u2014but for now, here’s a trailer.<\/p>\n