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Anyway, I think Doom without jumping would not make sense in 2016, while original Doom didn't have Jump button. But it didn't have many others things, copying the lack of jump would have gone too far in being "faithful". I like that it's not a reskin, but a modern take on the same subject.
Verticality and jumping fits with the fast-paced arcade gameplay, and makes it different from many modern shooters, that try to be overly "realistic" these days. It's also additional tactical element in gunfights, and brings variety.
But sometimes there is too much running around, it's mostly because I don't know always what route to take, and finding the new area may take some time and be slightly frustrating.
Yeah I felt that. I have played 12 hours so far according to Steam and easily the majority of that has been wandering around vast empty levels (since I killed everything already) trying to work out where to go or how to get to a secret.
There's just not enough combat in the game imo. Once an area is cleared of enemies you pretty much know that it will be safe and quiet till you find the right route to move on. Early Dooms used to have a ton of surpise combat moments triggered by your exploration of "cleared" areas which meant you were always on your toes. Too much downtime here.
"Too much verticality" - DOOM
Guess there isnt a fine line between them, huh?