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Nope, just my honest opinion. Feel free to ignore it if it doesn't meet with your approval.
I found it more fun, yes. Let me guess, you think Eternal is better because it's super hard and gimmicky? Good thing I'm not a shut-in nerd who needs to brag about being good at some hard game because he has no other accomplishments in life.
I wouldn't say simpler, there are way more weapons including melee, powers, and possible combinations with gems etc. What it lacks is a fiddly and gimmicky health/ammo/armor system and Mario-like platforming sections, and I'm happy with that.
what's funny is that silenthero didn't brag about anything, but you got mad about it anyways
SW2 may have more individual weapons, but they're all very samey so there's no greater diversity. Both games are giving us the same vanilla weapons we've been getting since the 90s, so on weapon variety they're equal. At least DE combines weapon types so you don't have to switch as much, and it certainly allows greater customization of weapons than SW2 does.
The gem system is really plain, and the rng nature of it is pure fluff. No points for SW2 in that area. Doom is better for not having some goofy rng gear system shoved into it. I mean lets be real, rng gear systems like this are only ever added to games to artificially extend their replay value by giving players something to grind because the game's skill ceiling is low.
Not sure what's fiddly about DooM's health/ammo/armor system. I never had any problems with it, worked smooth as butter and added a level of planning and strategy to the usual FPS gameplay loop. These systems did a lot to up the skill ceiling of the game.
Mario games are some of the most popular platforming games ever made, so when you say "mario-like platforming sections" I'm guessing that's a complement for DE.
SW2 is a fun game, but some of your observations about it and DE are kinda goofy and show a clear bias.
Eternal barely has weapon customization. You are given presets and there is nothing you can do about it. Whereas with SW2, you can slot mostly any gems you want into your weapon. No presets. The gem system is a pain though, but CLEARLY offers a lot more customization than Eternal. There are objectively (mathematically) vastly more weapon combinations in SW2 than Eternal.
Yes, rng systems can be a pain, but also not. I prefer the rng spawn nature of enemies in SW2, because you can't memorize spawns, you have to react immediately to what is given to you. In Eternal, they purposefully ramp up the difficulty because they want you to replay a level over and over until you know spawn locations and have enemies memorized so you can get through the encounter. Eternal's enemy spawns are not random.
Some prefer that and think that is some leap in skill, but I don't see it that way. Playing a level over and over until you beat it in Eternal is not necessarily the result of skill, but just the simple fact that you know enemy spawns now. You know how to deal with what's about to happen, because you've done it 10 times already.
I think dealing with random encounters is more skill based than dealing with predetermined encounters.
And yes, I find the chainsaw annoying in Eternal. Instead of just walking over an ammo pack, I now have to chainsaw the ammo pack before I can pick it up. Instead of walking over armor, I now have to set the armor on fire before I can pick it up. It's an extra action that I don't see adds to the game, but takes away from it, mostly because of having to go through that canned animation all the time, when I'd rather be running around killing things.
And platforming in a first person perspective in a shooter is annoying. I'd rather walk down a boring hall to the next encounter, then be forced to do something I don't enjoy. I'd rather be bored than do something I don't enjoy.
I also believe OP, that SW2 is the better game as can be seen in my play hours.
Unfortunately the gem system is really shallow. Most of it is just "your weapon does more damage", and some of it is "you can take more damage". And that's it. The actual number of combinations are meaningless since at the end of the day the weapon operates the same, it just changes some numbers a bit. Who cares if it has five hundred trillion combinations that all do the same thing?
This is fairly irrelevant to me, which is why I didn't comment on it in my earlier response. Set spawns and rng spawns are just two different ways to do things, neither is inherently better and they both have their upsides and downsides. At the end of the day you walk into an area, there's enemies, and you shoot them.
Doing something over and over and getting better at it each time isn't skill? Huh, interesting take. So you wouldn't consider someone practicing how to throw a 3 pointer to be increasing their skill at throwing 3 pointers because there isn't something different happening each time? Pretty sure basketball players would disagree and would say that being good at free throws is a valuable skill.
I think they're equal.
Hm, interesting. Previously you seemed to indicate that you prefer more skilled gameplay, but now you prefer the objectively less skillful gameplay of just running over ammo/armor/health packs. One of the things that a lot of people seem to enjoy in DE is how you can, if you're skilled, frequently set up big combos to get tons of armor/health, which allows for very aggressive gameplay as opposed to the old "run away and heal" gameplay of other games.
The neat thing about the chainsaw is that it also means you don't have to run away to find ammo, you can lunge at an enemy, get ammo out of it, and then keep killing things since you're still in the thick of it. Seeing as you'd "rather be running around killing things" you figure you would prefer it this way. Interesting.
Eh, the "platforming" in DE is pretty light and is clearly just meant to give a breather between encounters. Once you know how to do it you can get through it pretty fast. I'd be surprised to hear anyone actually had trouble with it to the degree that it actually took up a lot of time.
It would be more correct to say that you personally like SW2 more. Saying that SW2 is "the better game" is attempting to define a metric that's really too subjective to be defined.
There are the elemental damage gems which also have their own elemental effects. There are those that increase accuracy/damage/critical chance etc. But there are also mods that change how the weapon operates, for example giving it a rapid fire mode or letting you deploy it as a turret. Plus the armor gems and amulets. Sure, the system wasn't perfect, but I enjoyed it.
It's just adding extra mechanics that feel very gimmicky and 'videogamey'. Chainsaw demons to make them drop ammo like pinatas. Set them on fire to make them drop armor, because that makes sense apparently. Not to mention the 'fun' of facing some big bullet-sponge enemy while low on health/ammo and desperately running around looking for some smaller demons to bully. I'd much prefer to run and heal or use Vanish, thanks.
The whole system in DE feels very limited and restrictive. There is no room for experimentation or doing things your way, everything has to be done the way it was intended if you want to survive. Even weapon mods have specific uses you have to learn. SW2 just feels like you have a lot more freedom in approaching things.
I wouldn't call it light to be honest. It feels like you're playing Super Mario in hell. Platforms over lava and spinning flames, and it's not even to reach secrets but to progress in the actual game. There are places that require lots of precision jumps and dashing, and falling makes you restart from the beginning. Sorry, but that's not what I play Doom for.
True, it's all subjective, but try telling it to mouthbreathers like Silenthero above.
"rapid fire mode" is just faster fire rate, aka do more damage. Some of the elemental effects can stun opponents, which is the one actually interesting part of the system. So really, they could have improved it a lot by just scrapping everything but the elemental mods. Even then, some of the elemental mods are literally just "do more damage", so even with this improvement it would still need more improvements.
The real downside of the gem system is that with it comes...grinding for random loot. Ugh, really the worst decision. You hate stopping to do a chainsaw animation right? Not a fan of doing platforming in between encounters? How do you feel about running around picking up loot and looking for chests, then dumping it at the gun store. Get this goofy mmorpg stuff out of my shooters plz.
Videogames don't have to make sense, they don't have to be realistic, they just have to be fun. Making a more "videogamey" shooter is exactly why DooM2016 took off, and it's why Eternal enjoyed the huge success it did. It set them apart from the slow brown military shooters that the genre had stagnated into. Not doing that would have been a huge mistake for them. At the end of the day, there's nothing wrong with video games being video gamey... because they're video games, ya know?
Now you're probably gonna hate this, but the enemies in Eternal probably only seemed bullet spongey to you because you weren't doing well at the game. The fact that you characterize it as "desperately running around" kinda confirms that. Eternal works best when you're actually planning out your actions a bit - not some huge elaborate plan, in case you were about to go there, just think about it more than not at all. You should be chainsawing before you run out of ammo so you stay topped off.
That's just the kind of player that Eternal is for: People who like to pull off big plays and think about what they're doing somewhat. SW2 is more for people who just wanna circle strafe while pointing their guns in the general direction of things. That's certainly not invalid, but it also doesn't make Eternal a worse game by any measure.
SW2 feels like it has more freedom to not engage in specific actions because it's a much more shallow game that doesn't really have those actions. However, this doesn't mean you're "doing things your way", it actually means you're doing them the same way everyone else is doing because there is no other way. Because Eternal has more options for how you can approach encounters it means you can have an actual playstyle that's different from others. Some players are all about hitting those weak spots, some don't bother at all, some players have certain enemies where they will and others where they won't bother. Different players use different combinations of weapons for certain enemy types.
Initially you might think the game is telling you that you have to approach every enemy type a specific way with a specific weapon, but if you actually do experiment you'll realize that's not the case at all. Trying to force a specific approach can actually make things more difficult, so the game involves more improvising than the initial tutorial tips would imply. So, it seems like you tricked yourself into thinking you can't experiment... by not experimenting.
On the other hand there's no experimenting in SW2 because there's nothing to experiment with. All enemies are functionally the same, and the weapons all interact with them in the same way. If an enemy says "Immune fire", it means don't use fire, and there's no experimenting with that.
Actually there was some platforming to get to secrets, just like in 2016.
Like what?
Agreed on that, there were a bit too many junk gem drops. It seems like they wanted to copy Borderlands or something similar. The idea wasn't bad, but fewer gems with more unique effects would have been better.
My take is that Eternal works best when you've memorized the level layout and enemy spawns, which seems to be what the game actually wants you to do, via repetition - keep doing each arena until you get it right. You can be at full health and armor, and see it melt away in 2 seconds from a couple of demons who just spawned behind you. It's not so much "thinking" as learning by repetition, although I'm sure Eternal players like to imagine themselves as some kind of master strategists. It's the same kind of elitist attitude the Dark Souls community has, and uncoincidentally the same type of gameplay loop.
As for being videogamey, I agree that Doom doesn't have to be and has never been realistic. This latest installment just takes the videogameyness a step further. They might as well have added coins floating in midair and a rhythm minigame somewhere.
That hasn't been my impression at all. Take Cacodemons, an early enemy - sure you don't have to shoot a grenade into its mouth, but then prepare to empty your entire weapon at it and still fail to bring it down. Same with others - shoot their weakspots or use up your entire ammo supply and watch it kill you in 3-4 shots. Where's the experimentation?
SW2 is fun because there's always a new weapon to try out, whether melee or ranged, plus the gem combinations. It's just that enemies don't have prescribed ways of dealing with them. The stages themselves are also much more open and less confining, something I only truly appreciated after playing DE.
Don't get me wrong, there is something to be said for skill based gameplay, but there is a point where it just feels gimmicky and restrictive, and that's how DE felt for me.