> Furthermore, let's remember that the felon in question died because he was an uncooperative, aggressive criminal under the influence of drugs - not, truly, for any of the reasons the rioters purported to be rioting against. Overall both D2016 and Eternal (especially Eternal) is just Quake 3 in Doom setting, especially with all that platformer bullshit and fight arenas. There is a lot of linear levels too, but you still progress them on your own pace and usually you can retract your steps all the way to the start. And they are actively trying (as all other monsters) to get closer to you!Īnd if we talk about a map design here then even D1 maps are not linear (eg or ) and were more restricted by the technology (2.5 engine) and performance (386DX as a minimal CPU in SysReq always been a butt of the joke) than actual design. until you get them in numbers and/or you are at the low health. Yet they have 13 funny animations.Ĭompare it to a Zombieman : it's puny and doesn't pose a risk. > They should be chiefly considered as targets for glory kills, the flame belch or the chainsaw, depending on the player's current need for health, armor, and ammo respectively. They exist only for the glory kills bonanza for E3 presentations, they aren't even dangerous. They were dumb, sure, but look at the basic zombies in Eternal: they almost don't move. I'm not as big of a fan of the platforming, but it's an interesting challenge.ĭoom 1/2 monsters dont't crawl to you and then patiently wait for you to hit whatever gamepad button to play a funny animation. The only thing missing IMO is Mass Effect style character specializations. So the setting isn't as good (and the story is whacky), but the mechanics switch it from an FPS to some kind of art form. Then there is trying to remember the weakness of every monster. I'm almost forgot that double jump, double dashing, and the double barreled shotgun's meathook all give you crazy movement abilities. I haven't even scratched the surface to be honest as good players will even use a trick of rapidly switching weapons to deal out maximum damage while not having to wait so long to reload. I enjoy having to think about which weapon and which of the 2 upgrades I need for each scenario and how I need to constantly use the flamethrower, gory kills, and chainsaw kills as much as possible to keep armor, health, and ammo high enough. It isn't supposed to be serious and the gameplay took me awhile to master. I would agree that the old games (including Quake) were masterpieces, but I still like Doom 2016, Eternal, Ancient Gods Part 1, and Ancient Gods Part 2. You and several comments below point out how you like the old doom games and not anything new. I am sure there are arguments to be made about the increased complexity and breadth of Duke Nukems weapons, but both the damage they deal and the common enemies don't allow for the same flow. The fact that in Doom the common grunts and shotgunners are hitscanners but have a bit of delay to firing and the imps fire physical projectiles leads to more tactical choice and literal maneuvering during a firefight. It's the same with most of the enemies they introduce after the pigs, as well. In Duke Nukem, they introduce the pigs from pretty much the end of level 1, and there isn't a common weapon that can kill them before they can get at least a shot off. It enables you to get in to kind of flow state and with good reflexes etc, avoid damage. I feel the balance in Duke Nukem is quite a bit different and less enjoyable from a pure game rhythm aspect - it feels more clunky and more about technical prowess then the game design excellence that Doom brings.įor me, the weapon damage to enemy damage in Doom (and its comparison in Duke Nukem) is part of it - in Doom, the common level enemies take a single shotgun shot, or possibly two.
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