NightmareFarm
Member
"Change My View"What is cmv? Is that some new zoomer lingo I'm not aware of?
"Change My View"What is cmv? Is that some new zoomer lingo I'm not aware of?
>You constantly have to remember what type of actions to perform to receive specific things (almost like a chess game)It's worse than 2016 Doom. You constantly have to remember what type of actions to perform to receive specific things (almost like a chess game), the platforming sections are awful (they shouldn't be mandatory) and the music is nowhere near as memorable.
CytomegalovirusWhat is cmv? Is that some new zoomer lingo I'm not aware of?
The older Doom had none of that stuff and I don't recall people saying the levels needs things so you could swing around.
It did but not that far to be annoying and I wasn't a fan of the battle arena structure in that game either, but Doom Eternal took all those things and made it worse.If anything it's 2016 that strayed from its roots by focusing on realism.
But those things made me think the level designers didn't care anymore about (carefully) crafting a believable world overrun by demons and just wanted to make an obstacle course that has no in-universe reason to be there.No you didn't have monkey bars and fire rings before but just because a game adds something remotely new doesn't mean it's automatically straying from it's roots.
You're talking out of your ass way too much in this thread.
But those things made me think the level designers didn't care anymore about (carefully) crafting a believable world overrun by demons and just wanted to make an obstacle course that has no in-universe reason to be there.It did but not that far to be annoying and I wasn't a fan of the battle arena structure in that game either, but Doom Eternal took all those things and made it worse.
But those things made me think the level designers didn't care anymore about (carefully) crafting a believable world overrun by demons and just wanted to make an obstacle course that has no in-universe reason to be there.
To me, the (somewhat) believable level design(in 3 up to 2016) made it more enjoyable to fight through, in Eternal this seems to have taken too much of a backseat and it's making the levels less memorable and exposes the hallway, battle arena, hallway, battle arena level structure too much.
Part of a level in Doom 2 has very narrow walkways so that is evidence people wanted to swing around in majority of the levels of Doom 1/2/3/64/2016?
Or is that evidence of Doom 2 having odd level design choices here and there?
Eternal is better than 2016 in pretty much every way besides it's plot. Then again, that should be the last thing on your mind when playing a Doom game.
Edit: The bio isn't meant to have content, it's a CMV post.
Doom 2016 was my first doom, eternal felt almost too good for its own good the slick guns, weapon wheels, better demon hell arenas and eternal is reflected with an 80+ metacritic score.
Bruh u needed a thread for this ? Feels like just a response to yesterdays thread
I played through the main campaign and the first DLC on nightmare and I'm telling why I didn't enjoy Eternal as much as the previous Doom entries. Too much of the "Doom soul" was missing for me in Eternal. If I hadn't played any of the other Dooms I likely would've had a different opinion.It's not a big deal. Doom was never meant to be "immersive" if you want that play Resident Evil. I don't know why you're so fixated on it. Games always have those weird immersion breakers and there's plenty in 2016. I mean why would people just litter stuff all over the ground. But I digress, this "belivable level design" criticism isn't as big as you're making it seem.
doom no ammo edition
great fun
I still prefer 2016 in almost every way, but it doesn't really matter.
Also, the way Bethesda fucked Mick Gordon over his music really soured me on the franchise.It does matter because it was a missed opportunity. It was a complete 180°, for no good reason.
Probably won't be a third game, because the second game was a turd.
Resource management is not doomExactly, this guy gets it.
no it's not OG doomThis post just proves that you were too clueless to play the game properly if you think doom eternal has no ammo.
Just wondering, do you complain about every game where you ignore when they tell you how to succeed?
Resource managing in modern doom games doesn't pause the violence loop, it continues it. You chainsaw to extract ammo, you glory kill to extract health you set demons on fire to extract armor.Resource management is not doom
doom is an constant orgy of violence putting pauses in this loop because no ammo is fucking dumb and not what doom is
no it's not OG doom
the game is ok
it's just not doom
I thought the le epic plot capeshit direction they took eternal was kind of dumb. 2016 was better IMHO
But doom 2 is still the best, particularly with good wads like eviternity.
Here is a psa YouTube link for anyone interested in peak doom:
You're talking out of your ass way too much in this thread.
no it's fucking stupid and it aint doomResource managing in modern doom games doesn't pause the violence loop, it continues it. You chainsaw to extract ammo, you glory kill to extract health you set demons on fire to extract armor.
Then according to your logic 2016 isn't "doom" either because there was plenty of that in that game.no it's fucking stupid and it aint doom
Then according to your logic 2016 isn't "doom" either because there was plenty of that in that game.
Not an argument. You had glory kills and chainsawing in that game and you also had to micromanage 12 weapons ammo count.
I disagree with your disagreement and I also think of making a thread replying to your thread.I disagree. Thinking about making a thread about it.
I disagree with your disagreement and I also think of making a thread replying to your thread.
Eternal definitely benefits from a replay due to the high learning curve.Its absolutely better, but its not without its shortcomings. First I didn't enjoy Eternal much and thought 2016 was better but this changed when I gave it another go way later.
There is a lot to manage, too much perhaps, and I am still not a fan of its ammo management, but I think Eternal is better structured. I could do without some stupid environmental gimmicks but Eternal has better encounter design. Nearly the whole of 2016 is arena battle after arena battle starting with low level goons, and then the tiers go up each time. Eternal has less boring encounters, and they are less drawn out. Its just that in Eternal you get bum rushed and you have to constantly manage your ammo on top of other meters. But once it clicked I enjoyed it a ton, ended up liking Eternal more than 2016.
Eternal was worse in almost every way. Technically I guess the engine is superior to 2016 but the art direction was a major step back. The enemy designs ended up looking incredibly goofy and over-animated. I know some of the designs were meant to be a callback to the original games, but it just came across as silly looking. 2016 was a dark game with a lot of contrast while Eternal is almost cartoonishly colorful and bright. For a game based around a Hell setting, the former is going to be the way to go (and a lot more metal).
In terms of the gameplay, Eternal felt like id watched a lot of those super sweaty 'pro' videos of Doom 2016 on Youtube, and thought that the key to interesting gameplay was having the player constantly be switching up their weapon and using every single one of their abilities. Basically, if you want to play the game in the way you want for more than 2 seconds, id steps in and says "that's not interesting enough", and then makes the ammo run out. It feels like a tiresome juggling act of all the mechanics, like a very specific play style that you're railroaded into doing. Which is kind of ironic considering the whole point was to make it feel more varied.
Eternal is brighter/more colourful because it's going for a more retro arcade style vibe that is in the spirit of the first few games. I can see where you're coming from though.
>In terms of the gameplay, Eternal felt like id watched a lot of those super sweaty 'pro' videos of Doom 2016 on Youtube, and thought that the key to interesting gameplay was having the player constantly be switching up their weapon and using every single one of their abilities.
And they were right to do so. The combat feels more dynamic as a result.
>Basically, if you want to play the game in the way you want for more than 2 seconds, id steps in and says "that's not interesting enough", and then makes the ammo run out.
You chainsaw for more ammo or you switch weapons. That's exactly how it worked in 2016. I don't see the problem.
ThisThe chainsaw in Eternal is not exactly the same as 2016.
In 2016 it had limited fuel that you can only find in the level. In Eternal, there is always one fuel unit that will recharge on its own.
In 2016, because of the limited fuel, it was used as more of a power weapon that can instantly kill most enemies. The ammo being dropped from them was really just a bonus, like some victory confetti.
In Eternal, since you always have some fuel recharging, being able to use it is just a matter of time. It stops being this infrequently used power weapon, where you save its fuel for a special occasion, and starts being just the way to get ammo back.
And why did this change happen? Because the designers decided to make ammo extremely scarce, not only in the capacity of each gun but by placing less pickups in the level. The chainsaw now becomes pretty much "ammo restock tool". It's why the chainsaw has to recharge now because the game will be unplayable without it.
My issue with this design, as i've said, is that between the chainsaw, the glory kills for health, and the flamethrower for shields, you end up juggling all of this shit constantly because by design you now have to. You can't get as comfy with your favorite gun as 2016 and blast away to your hearts content, because it will run dry in no time. Of course you'd still have to change weapons in 2016 too, it wasn't like there was infinite ammo in that game. But it felt like there was enough to at least let you get your kicks a lot more with the tools you wanted to use. Eternal takes them away far too early to enforce muh gameplay variety.
The whole design of the game is just solutions looking for problems. Playing Eternal left me feeling like a clown trying to keep all of id's balls in the air.
Resource management is not doom
doom is an constant orgy of violence putting pauses in this loop because no ammo is fucking dumb and not what doom is
The only ones that really required you to do that is the cacodemon from what I recall.I didn’t like how it seemed to force you to use certain weapons or strats on specific enemies rather than just ripping and tearing until it’s done. But it was still fun, just not as fun as 2016
Edit:
This