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Bullet hell seems to be a thing, and when you're grounded this can be a challenge. They also added parry, so timing might be even more important than in DE.
But it's too early to judge.
I know that I'm going to miss the vertical movement. The ability to move vertically freely is something that was brought straight from q3a, and it felt so good and right. Even though it was a very op tool in DE. I'm just sad seeing it go.
Good point, all though in the video the player has an energy shield ability and projectiles from enemies seem slow compared to Eternal. But yea, we don't know what difficulty he is on. Also I kind of mostly meant to say that it looks more "casual" (simpler) from purely mechanical perspective. I am sure it will still be a difficult game when all those settings are maxed out.
Doom Eternal was criticized for its abundance of platforming, changing the gameplay meta, and reliance on constant motion and swapping between abilities and weapons. That didn't apply to me, as I experienced it as an exhilarating, highly kinetic, flow state inducing rampage that let me hurl myself from enemy to enemy in mid-air in a way I had never seen before in a game.
Now Doom The Dark Ages is being viewed skeptically in advance for reducing that verticality and platforming, being more streamlined, adding more cutscenes, incorporating more melee, a different UX and meta (yet again,) and a host of other things.
So far, that doesn't apply to me, because all I see is an epic shield tossing, strafe emphasizing, jolting sound design having, parrying, more freeform than Eternal looking, more customizable game that also lets me pilot mechs and ride dragons, in far larger maps, with more exploration elements.
As long as it's stable and performant in benchmarks and at launch, bring it on. My brain can switch modes between game designs and this looks sick to me. I'll be fine.