this post was submitted on 11 Jun 2024
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[–] [email protected] 74 points 5 months ago (2 children)

What I didn’t like about Eternal was being forced to use specific weapons to kill certain enemies. For me this kind of shooters are all about use “the right tool for the job”. If I fancy using the two barrels shotgun from start to finish, just let me do so.

[–] [email protected] 11 points 5 months ago

I'm glad I'm not the only one with that criticism. I enjoyed the first game so much more because of that.

[–] [email protected] 26 points 5 months ago (2 children)

I can see a lot of DE Fans not enjoying this. But DE was a weaker entry to me so I'm excited to play this one.

[–] [email protected] 25 points 5 months ago (2 children)

Disco Elysium fans would be pretty confused by this, agreed

[–] [email protected] 8 points 5 months ago (1 children)

Lol to be fair, if you are in a thread on Doom, Disco Elysium isn't something I'd expect seen or abbreviated.

[–] [email protected] 6 points 5 months ago (1 children)

Fans of mailing things to Delaware would also be confused by this.

[–] [email protected] 2 points 5 months ago

Dammit. I didn't think of them. I'm so heartless.

[–] [email protected] 3 points 5 months ago

Dragonball evolution fans are even more confused.

[–] [email protected] 19 points 5 months ago* (last edited 5 months ago) (2 children)

I dunno, I'm someone who was fine with the changes to combat introduced in Doom Eternal, but was honestly really turned off by how much id was kinda huffing their own farts with the story. The first game had Doomguy punch any attempts at exposition. The second turned Hayden into an Angel, the AI friend into God, the demons are extraplanar aliens that are being used for energy by the angels, and now the Doom Slayer is some destined force of cosmic balance. The little bits were of larger lore were kinda funny in the first game, it became flanderized in the second, and now for a prequel I'm worried id's managed to fit their entire head up their own ass trying to convince everyone how cool their space marine is.

[–] [email protected] 8 points 5 months ago

Yeah, the exposition was part of what made DE weaker to me. Too much plot lead to losing the plot. The gameplay was fun enough overall, and I enjoyed a lot of the changes. But it was also too fuckin much keyboard ballet and pattern recognition for my tastes. If I want to kill something in a way that's not the prescribed way, I want to be able to do that. But it became a formula and that's not a playstyle I like because it bores me. It becomes math homework. Couple that formulaic approach with the fuckin massive swarms of unrelenting enemies and you end up having to fight like a robot. I preferred the 2016 mantra of fight like hell.

[–] [email protected] 2 points 5 months ago

God, yes, I tried to get into the game twice and both times I bounced off right around the part where you go from Hell on Earth to a fucking high fantasy castle on some random planet. I'll just replay Doom 2016 if I want to shoot some demons.

[–] ramirezmike 23 points 5 months ago (3 children)

I always felt like dodging projectiles and not needing to worry about vertical aiming was the best part of doom.

It also translates to controllers well too vs the hit scan skills required with modern fpses along with the ability to aim on the vertical axis

[–] [email protected] 11 points 5 months ago

Recently replayed doom 64 on pc and that game is so crisp. Feels really good on a controller and no vertical aiming is handled superbly in that game.

[–] [email protected] 3 points 5 months ago

Yeah that feeling of spacial awareness as you're kiting around groups of enemies. Helps to have simple, easily identifiable level geometry for that matter.

[–] [email protected] 2 points 5 months ago (1 children)

Back when DOOM (2016) was being teased, I tried to picture what a Doom follow-up should look like, and quite frankly I would have left out jumping. Doom and Doom II were first-person Robotron. It's all about movement and enemy management in cramped hallways and wide-open courtyards. This was the prime franchise for aggressive autoaim. (Though even the original benefits immensely from the option to manually point up.)

Slaughter maps are what modern "Doom clones" should look like. Hordes of enemies, with individually predictable behavior, placed such that you're always caught between conflicting goals. Hide from hitscanners - keep dodging projectiles. Run from homing missiles - avoid damaging floors. Shoot the demons - let them infight. Conserve cells - nuke everything, oh god they're coming right at you.

The alternative would be a focus on Nightmare. In the original games, it was deliberately unfair - and said as much when you picked it. But if you know the level beforehand, the accelerated pace and constant respawning force an aggressive playstyle. That's the original "push-forward combat." You can't stand in the distance, plinking away at extra-dangerous mancubi, because the imps behind you are gonna get back up and scratch your kidneys out.

Both approaches highlight how Doom is about management. Health, ammo, time, space.

[–] ramirezmike 1 points 5 months ago

excellently put, first person robotron is a great comparison

[–] [email protected] 16 points 5 months ago (1 children)
[–] [email protected] 5 points 5 months ago
[–] [email protected] 10 points 5 months ago* (last edited 5 months ago) (1 children)

I gotta keep it real with you: Nothing about the trailer looks interesting to me. My viewpoints on Doom are pretty colored due to Mick Gordon's claims and the poor combat and traversal loops in Eternal.

At least its not Doom 3 all over again.

[–] [email protected] 4 points 5 months ago

Looking at the trailer and reading the article, it's clear they're going back to the doom 1 roots with the way the projectiles feel like it's a 2D top down shooter.

That's the way it's supposed to feel imo, and I dig the direction they're heading and the combat definitely felt like oldschool 2D top down shooters were supposed to feel: Dodge everything, never stop firing.