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Doom Eternal 's third level, the frozen Cultist Base, begins with a small row of platforms, and if you're keeping up with the game, that might not be too surprising. You probably realize that aside from chaotic combat with tough demons, you're going to do a lot more than just rush to the next fight. In our three-hour hands-on preview of Doom Eternal, we experienced firsthand how platforming and migration is changing things. As for why this is highlighted so much in Eternal, game director Hugo Martin has this to answer those who ask:
"In between battle arenas, we needed to make sure we could engage the player as much as possible with the areas outside the arenas"
You are given tools that correspond to this design philosophy, such as dual dash ability, "swing on monkey sticks" and "wall climbing" on certain surfaces. Levels look and feel larger and offer more complex ways to get from point A to point B. It also brings the search for secrets and hidden content a little more into the game.
In our experience, platforming elements have definitely become commonplace in games, especially when this is an FPS game.
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