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Taking the player off the ground and putting them into some mono-game mechanic gimmick vehicle (chopper gunner, turret, drone, etc) is something CoD does all the time. It's the same thing here.
I guess he's referring to what I call "boutique mechanics", which are new gameplay mechanics that are introduced for only one specific reason and then either never used again, or only a few times for that specific case.
It's an examlpe of terrible gameplay design. Well-designed gameplay introduces a few basic mechanics which the player progressively masters as the game progressively introduces new challenges.
Good: Game introduces a new problem, player figures out how to solve it using the mechanics he has practiced.
Bad: Game introduces a new problem --- and also introduces a nifty new mechanic to solve it with.
It often, but not always, goes hand in hand with the desire to deliver a good story rather than deliver good gameplay.
The dragon sections... yeah, those aren't great. But there's a silver lining there as well: none of the dragon levels force you to fly for long periods of time. You're pretty much always flying to a particular destination, and then spending much more time on foot, playing the game the 'normal' way.
I still like the pace breakers in Eternal better but the mech and dragon sort of grew on me.
Funny I dont ever get tired of shooting demons in the face in well done megawads... because the gameplay is that good.
My goodness, man --- if you don't like the combat of DOOM 2016, what the heck do you like?
DOOM 2016 is a great game, but it doesn't have a lot going for it other than awesome demonslaying.
Eternal did much better in that regard by introducing new mechanics and environments until the end.