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and yes he was pretty much a super weapon after he got buffed. but even before the buff, keep in mind he trashed everyone in the arena after they picked him up when he got teleported to sentinel prime. he spent idk how much time in hell just killing demons and was pretty much immediately thrown into an arena to fight, just for the amusement of the sentinels. literally just because it'd be funny to watch.
i think you've forgotten some crucial parts in the codex entries from eternal. and this IS doom now. contemporary doom doesn't stand still, it doesn't stagnate. it adds to the story in the franchise. you cant have the biggest fps franchise be limited to just "soldier kills demons in space" anymore.
I'm also not someone who cares about what is and isn't Doom taxonomically in some prescriptive sense based on whatever standards one wishes to impose on that, or whether newcomers played Eternal as their first Doom game and now think of that as being quintessential Doom. That's something that happens with all game series if they survive long enough. It's also not something new for this series.
My favorite of the classic Dooms is Doom 64... which for many purists is anathema. So even back then I had people telling me, "That's not real Doom, that's a limited game for console people designed for a controller with a limited interface." I still hear that to this day about it lol. I still love Doom 64.
Lots of people hated Doom 3 because it was such a stark departure from the classic games, was incredibly slow paced, and didn't have high enemy counts or large scale maps. I loved it. I always loved the horror vibes 64 leaned into a little more (especially with its sound design) and I really dug the fact that 3 fully embraced that and tried to earnestly be scary.
Lots of people insisted 2016 "wasn't Doom" because of glory kills and the colorful enemy drops. I felt it was a fantastic contemporary adaptation of Doom, and that the "push forward" gameplay meta they concocted was a very smart way to compel players to avoid just using oblique cover and looking for pickups. Getting the pickups from having to be right in enemies' faces was, frankly, imo, kind of a brilliant design decision.
Lots of people said Eternal "wasn't Doom" because of how its gameplay meta leaned into that even more as well, and the increased emphasis on platforming and using the meat hook to swing around in mid-air constantly, etc. I thought it was bloody amazing how they took the things I enjoyed about 2016, rearranged them, and incorporated level verticality into combat arenas.
That's at least four installments in a series that are completely different from one another. So much so that it's become almost a hallmark of the series at this point. Kind of like how Nintendo keeps trying to find new mechanical experiments to implement in their Mario or Zelda games.
That's something I actually genuinely love about longstanding, well established IPs that date back to an earlier time in the industry. Almost by necessity, they're so old they have to continually experiment to differentiate installments.
I don't mind that people got hooked by the"fun zone" you describe, and it's not something I view negatively or as contrary to the design philosophy of Doom. I don't care if newcomers found enjoyment in that that they wouldn't have in the older entries in the series.
The classic games will still be there, and we have more ways to access them, modify them, and enhance them today than we ever have before. I don't know whether I'll enjoy this new outing as much as the previous games or not yet, as I haven't seen enough mechanical examples yet to try to put myself in the player's pov. Either way though, it's a good time to be a Doom fan, or a newcomer to Doom, imo.
YMMV.
Ah I re-read your post; my bad, it seems I misinterpreted what you were saying. I shall now leave this discussion realising I have no beef.