DOOM Eternal

DOOM Eternal

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why don't people like the platforming?
It's fun as hell to dash over long jumps, a nice interlude in between combat and I think the difficulty of the jumping puzzles were perfect - I'm super happy that they didn't try to dumb the platforming down to "occasionally climb this one wall". I was very rarely confused as to where the next climbable wall was and I thought the addition of the monkey bars in some of the arenas made for some interesting mobility and they've saved my life on multiple occasions.

When I read some of the negative reviews I think "♥♥♥♥♥♥♥♥, did I play a completely different game than these people?"
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Affichage des commentaires 181 à 195 sur 1,094
Because this is DOOM not Titanfall
Platforming in Uncharted adds to the exploration and discovery feel. Although let's face it, it's really just platforming-like movement, not actual platforming most of the time. It's really simple and easy and just adds to the adventure experience.
Jork 22 mars 2020 à 14h41 
Xaitercat! a écrit :
Jud Crandall a écrit :
I enjoy 3d platforming and am quite good at it, had no difficulty at all with it in Eternal.

That being said, I really don't think the platforming adds anything meaningful to the game. It just makes levels feel even more disjointed than they already are and comes off like pointless filler.

Obviously I'm not talking about having jump pads/swingpoles in fighting arenas, but rather the many instances where there's no combat whatsoever and you're just meant to do it as a means of progressing through the map.

THIS. ♥♥♥♥♥♥♥♥, you perfectly described my general disdain for platforming type games like Uncharted. It feels like non-mentally stimulating filler just here to do set the stage and pad the playtime.

I understand if this is something other people enjoy, they find something entertaining about it. Some people really FRIGGIN' HATE that stuff, and we're extremely disappointed it was shoved into a DOOM game. :lunar2019deadpanpig:
Definitely a fair opinion, though I never played uncharted so I can't really comment on how it felt on that game personally.

The only level in Doom Eternal where I enjoyed the platforming was The BFG-10000 level. After shooting that huge hole into mars, hopping from debris to debris to reach Mars was great fun and contextually fit everything that was going on, thus making it not feel like boring filler meant to pad gametime.

The biggest offender of Eternal's platforming was definitely the Urdak level, constantly having to activate and jump through those stupid rings. It's not difficult, it's just annoying and doesn't add any real substance to the game.


Spoiler'd it just in case, for people that care.
nakoda a écrit :
Instant_Soldier a écrit :


No matter how you phrase it, people have and will disagree. You should know this as an adult. Unless the people you hang out with in real life are pudding heads. BTW, there's a thread where people are chewing each others rumps off for having different opinions on this aspect of Eternal.
No matter how much you whinge, it won't magically make DOOM Eternal a platformer.

Turok
Half Life
Metroid Prime
Unreal Tournament 2K4

and many, many more ...

There is a long history and tradition of platforming in FPS titles with extensive vertical integration.
UK2004 did not have much platforming... but also it does not really make much sense to compare Doom to just other FPS games. Many FPS games also have more dialogue and gives you dialogue choices, like Half Life... thats not an argument for adding that in Doom. Half Life used platforming for puzzles, it was not really that many "lets jump from platform to platform and if you fall you die" kind of places. Half Life always had some platform game elements in the series, and Doom also had a bit... but now comes Doom Eternal and manages to actually have more platform game elements than any Half Life game. Its arguably close to Prince of Persia at this point.

Its awesome as a way to add mobility to the combat... but there is a reason people are complaining about this.

Maybe look at it this way instead... anyone actually like having these platforming challenges in the game? In every single level there seems to be something like 10% or more just pure platforming. People seem to keep saying its a... wrong complaint to have? But when Doom generally never had pure platformer parts of its levels, wen there was platform jumping you also fought demons on those platforms, it was not exactly a challenge on its own. You jumped between platforms and maybe the secrets now and then required you to do one or two special jumps that required you do time it and such... but its now a standard common game element... and can anyone explain how it fits in a Doom game? How does it fit the theme? They pretty much took a Mario game, and decided that seems like something Doom is missing, lets give Doom lives, falling platforms, wall jumping, double jumping, wall climbing, circling balls of fire on a row... and I really wont be surprised if one of the bosses is like a Bowser lookalike that you have to swing by the tail or something like that.

I do love these types of platforming in 3D games, especially the new Prince of Persia games... but what is it doing in Doom?
Dernière modification de Caldor; 22 mars 2020 à 19h11
Xaitercat! a écrit :
The platforming would be great as a break, a little cooldown from all the combat.

The problem is there's WAY too much "cooldown".

In fact, 90% of the damned game is platforming. 5 minutes of platforming followed by 60 seconds of combat, rinse and repeat.

I'm sure if you don't mind games like Uncharted or Tomb Raider or Fallen Order, all that platforming isn't so bad, and you get rewarded with a little taste of combat crack after each platforming segment. So, I think like 90% of the population is gonna be okay with it.

But there's a slice of us out there who absolutely hate, hate, hate, hate, hate games like Uncharted and Tomb Raider. I bought this expecting... well, DOOM. Not Drake's Deception.

HelloHi a écrit :
they like to pretend like a huge part of the game is platforming, when it’s just used sparsely for downtime so you don’t get bombarded with combat arenas, which keeps the pace of the game fresh. plus a platforming segment only takes like a minute lol

Sparsely my butt. In the six hours I played before I gave up on this thing, FIVE of those hours were spent outside of combat. The game is literally almost 90% platforming for your first playthrough!

Were you stuck on the first platforming section for the 6 hours on I'm too young to die? I have to agree with everyone else, the platforming only took a short amount of time. I understand your comment was hyperbole but 90%? The arenas toward the end of the game also take quite a while and make up largely for the platforming sections.
Celadorn a écrit :
Were you stuck on the first platforming section for the 6 hours on I'm too young to die? I have to agree with everyone else, the platforming only took a short amount of time. I understand your comment was hyperbole but 90%? The arenas toward the end of the game also take quite a while and make up largely for the platforming sections.

https://imgur.com/a/g7DEZKB

Literally six hours to get part way into the 3rd level before I just gave up in frustration. General assessment is that it should take maybe 1:30-2:00 to get there, with maybe 30 minutes of that being non-combat. It looks like I got about an hour and some change worth of combat, and the rest was "ugh i have no idea what they expect me to jump on next where it is".

I didn't have nearly as much difficulty with 2016's platforming breaks, and as a result they were a very small part of the gameplay experience.

Eternal's platforming breaks are considerably more involved, such that I found them pretty time consuming. Literally 5-15 minute roadblocks of just trying to figure out where the little thing I'm supposed to jump on next is hidden in the environment, or where the switch is that unlocks the thing obvious thing I need to jump on to proceed.

Maybe you breezed through them in a minute or two tops, because you're not terrible at games like Uncharted or Tomb Raider and what not. Some of us are bad at those games, and every tiny little puzzle for you for might be fun, it's a major kick to the shin for us.

A few of these isn't bad, we're used to it. Games need pacing. It's just that Eternal has enough of these constant kicks to the shin the pain just isn't worth the pleasure of the combat for folks like me, I'd argue. And that's disappointing coming off 2016.
I just want to jump in with Xaitercat! and say I hate platforming, and I’m not good at it, so I don’t buy those kinds of games. I wasn’t expecting it in Doom, that’s for sure. I’ve got around 10 hours in now and over half that has been spent trying to figure out where they want me to go, and how to get there, with plenty of experimental falls to my death.

I gave the game a bad review, and I’ll likely finish it, but I don’t enjoy playing it.
Nebor a écrit :
I just want to jump in with Xaitercat! and say I hate platforming, and I’m not good at it, so I don’t buy those kinds of games. I wasn’t expecting it in Doom, that’s for sure. I’ve got around 10 hours in now and over half that has been spent trying to figure out where they want me to go, and how to get there, with plenty of experimental falls to my death.

I gave the game a bad review, and I’ll likely finish it, but I don’t enjoy playing it.

x2

Platforming in Doom = rocket jumping
"why don't people like the platforming?"
Because they forgot Doom 2016's Argent Tower level, which was much worse and so much more boring on a first playthrough than any short platforming segment in Doom Eternal.
Protip use your map. If you don't know where to go open your map and look for grey parts (i.e. unexplored parts) particularly vertical grey parts since those are climbing walls that you haven't yet climbed on.

If you're already on a climbing wall almost every jump you need to make is a full 180 degrees (behind you) or 90 degrees (to your side, typically the right).

There are a lot of nitpicks I have with this game, and the responsiveness of the platforming is one of them, I keep slipping off surfaces like they're made of ice when I land off a dash. Where the platforming sections are and how to find them is typically pretty well telegraphed.

If you're having trouble making out the grey climbing walls against the typically much darker wall textures can I suggest giving the colourblind options a try? Serious suggestion, a lot of people who are colorblind don't even know and it may make your game experience a lot more fun.
I didn't buy doom for platforming and timed parries. I have better games for that.
Parkour Simulator 2020
XJR-9 a écrit :
I like the platforming sections on Doom Eternal, it's a good change of pace for me.

And people crying about it, honestly, it's very easy. If you can not deal with it, I can not even imagine if you play true platform games...
People are generally not complaining that platforming in Doom Eternal is difficult, just that it takes up a lot of the game and seems out of place in a Doom game to end up competing with the Prince of Persia games in terms of platforming.
I freaking love the platforming, improves the flow of the game a lot, in Doom 2016 it was "arena fight, 5 minutes of wandering down empty corridors bored while looking for upgrades and loot", here it's "arena fight, hallway fight, 2 minutes of extremely tense platforming that's as engaging as the combat, arena fight, repeat".

It just makes me engaged all the time instead of the terrible start-stop flow the previous game had.
Dernière modification de Borreh; 23 mars 2020 à 7h54
I don't thing theres anything wrong with the platforming. That being said i also spend a considerable amount of time trying to find and figure out how to reach secrets and hidden powerups.
I do realize that for people that just want to blast through the combat and rip as much demon guts as possible it can break up the combat too much.
I'm glad they're trying new things in their games, some will like it, some will not. Each to their own.
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Posté le 21 mars 2020 à 20h28
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