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I agree with some of the stuff in here. Like the point about Marauder being placed with fodder demons.
There is probably one time I can think of where this wasn't the case, which is The Holt, and I think they spawn a Marauder with a Tyrant. I agree with you in that sometimes it's a little boring how they just use him as the challenge, instead of pairing him with other demons. But luckily that seems to be changing.
Also that bit about the game asking you "How about now?", I personally really like. It makes encounters interesting. Like the double tyrant and doom hunter fight in The Holt and the SGN Master Level
This forum is attracting my highest interest.
Most likely, agreeing to disagree to a certain degree is an interesting fact.
But since a degree has a limit that can be circled, I can take the freedom to disagree once more with the person using the words " Bioshock Infinite" in this forum.
It does break my heart to see a beautiful and melancholic game like Bioshock infinite being used as an example in a Doom Eternal forum which content is out of boundaries compared to Bioshock Infinite.
So I read your whole post, and just want to say thanks for taking the time to share your complete thoughts. I feel like you've done a better job of illustrating a opposing mindset than many others on this thread and that is helpful.
However, I largely have an opposite reaction to a lot of what you said. I think getting hung up on "what a boomer shooter should be" is the wrong approach. For me at least, the "boomer shooter" is a strange template to lay over the genre, as the classic Doom games and really similar clones of the time were a product of the tech and development techniques available. Several of the original developers have said this and really the actual assets of the original games support that.
So really determining whether a sequel to games that come from that era rely on us presuming what sort of iterations are acceptable while still being authentic to that heritage. IMO, that's an impossible and ultimately useless endeavor.
I think that template, "boomer shooter," shouldn't be used as template to limit what an FPS game should be. Especially when they're expected to be faithful emanations from figuratively prehistoric tech and developer skill. This is merely applying a mask of familiarity and expectation over ideas without really deciding whether they work or not.
And where our opinions diverge heavily: I think that even applies within an IP. Perhaps I'm being intentionally hyperbolic, but I don't see why Doom has to remain the same horizontal based shooter it's always been, and I don't see why it has to chase a familiar feeling to that heritage. I don't see why weapons and ammo can't work differently, I don't see why demons and encounters have to flow the same as they used to when, again, options for those variables were so utterly limited. I don't get why revamping all of this means you lose the right to call something "Doom."
When people say "this isn't Doom," my response as someone who's been playing Doom for almost 3 decades is "why do you get to decide that?" Why can't Doom change? Why can't it evolve and shed the "boomer shooter" skin? Speaking for myself, I want it to change. I don't want Doom to become irrelevant or stagnant and I want to see new ideas. It makes the new games fresh and it keeps the experience of the old games unique so I have a reason to continue going back to them.
In a way, you're not wrong I guess; you do have to buy into what id thinks the series should become. That's going to be an offramp for some people sure. But that was always going to be the case, whether they cloned a previous title or went in a completely different direction. There was no way they were going to please everyone so they went with what they wanted to do. It's up to us to decide whether we appreciate that or not.
Just be glad you can enjoy something and grow, and experience new stuff instead of being gray like these losers.
" Just be glad you can enjoy something and grow, and experience new stuff instead of being gray like these losers. "
My support goes to this sentence.
Ah, The Holt is the one main level I haven't gotten around to playing yet, so I'm glad they seem to be shifting to trying to use him in more interesting ways.
I def get that many people will enjoy that "How about now?" element. Someone a few posts up mentioned how it's akin to the challenge of getting good in PvP for fighting games like Street Fighter, which is something that's never been for me, but I get why people enjoy it. Personally, I think it's a bit of a niche thing (I can't really think of anything besides PvP in fighting games, Doom Eternal, and maybe people who strive for SSS ranks in stuff like Devil May Cry as examples), whereas imo the "modern Boomer Shooter" style of Doom 2016 or the new Wolfenstein games has a much more broad appeal, which is I think where a lot of the dislike of this game stems from: Some people expected/wanted another more broadly-appealing game, and instead got something where the style the game pushes for has a much more niche target audience.
No problem, just don't go on the steam forums shortly after dental surgery, or you too may find yourself so zonked out that you write 17 paragraphs about a game you didn't like!
Bear in mind, my main dislikes with Eternal stem from my parts about enemy/arena design, which imo are issues whether or not you factor the "i am upset this is a different genre" element into account. I don't think it's bad because it diverges so far from the series' original genre, I just think that's why a lot of people disliked it; because being a sequel that's part of X series that's been largely if not entirely Y genre forms an expectation that the sequel will also be Y genre, which Eternal distinctly wasn't.
I do get what you mean with how most games that are considered the most iconic boomer shooters were the products of tech that had some pretty hefty design restrictions, so I do wanna point out that I don't think modern games in the same genre need to restrict themselves in the same way. Serious Sam 4, the first Shadow Warrior reboot, and even the new Wolfensteins are great AAA examples, while Dusk, Amid Evil, and Ion Fury are all solid indies that show you can make a "modern" Boomer Shooter that remains recognizably part of the genre while still doing new things with it. IMO, Doom 2016 is obviously another great example in that regard. It still plays -very- differently from the classic stuff, but had enough of the DNA there that it felt like the same genre at the end of the day.
Basically tldr, I also don't think being a "boomer shooter" should limit a game's design potential, I just think it's a baseline set of general design ideas to build on, where you still have a lot of room to make your game unique, but by building it off that baseline you've still made something that's recognizably part of a subgenre. That way, potential players can look at it and see "ah, this is game is akin to those other games I like, so I'll give it a shot!". See also Nioh, which is -radically- different from Dark Souls with its combat but still recognizably a soulslike, or Tekken/Street Fighter/Blazblue/Mortal Kombat, which are all -wildly- different takes on 2D fighting games.
In a way, I -also- don't think Doom needs to stay true to the classic design conventions, I just think it's important to bear the fandom expectation of familiarity for a series in mind, and how breaking that expectation too hard is going to alienate a lot of people (unless you're making a spinoff ala Gears Tactics or etc). Like, imagine if Street Fighter 6 and every mainline game in the series thereafter was a character action game ala Devil May Cry or Bayonetta instead of a 2D Fighter. It may still be genre-adjacent, and may well be a really good CA game, and I'm sure it'll have plenty of both new and OG Streets fans enjoying it as a result, but even if it's downright the best CA game ever made you're -still- going to have a bunch of -very- upset series veterans who are now very mad that their favorite 2D fighting game series basically just died in a car crash.
That's basically what I feel like is happening with Eternal: assuming the next Doom game sticks to the same style (I could, theoretically, also see Doom becoming a "testing ground" series where every game is a radically different kind of FPS than the previous one), it basically feels like a completely different series to me at that point, and one I'll likely no longer be interested in playing unless they majorly improve on the gripes I had with Eternal (that is, the enemy/wave/arena design stuff, not the "i am sad this isn't a boomer shooter" stuff). It's the same reason I dropped Quake like a rock after 2: I played that series for its boomer shooter campaigns, not the arena shooter multiplayer or whatever the hell Quake 4 was, and I'm still sad that the series shifted so much rather than iD deciding to make a new IP to be their "multiplayer-only arena shooter" franchise (which is, again, what I think they should've done with Eternal [that or have it be a Quake Champions campaign tie-in game], rather than making it a Doom sequel).
Though mind you, at the very least, if the next Doom game sticks to Eternal's style, I don't think we'll see anywhere -near- the amount of threads like this one, as fans of the old style will have moved on at that point.
Finally, I feel personally hatecrimed? What's wrong with being gray-colored?
My niece also had a tooth srugery some time ago. 2 of her wisdom teeth had to be removed.
Hope you doing well!
You got a great gift of putting down impressions about a game to text and explain it in a way that even rational narow minded people would have troubles to not comprehend it.
Keep that talent up!
Your criticism of DOOM Eternal's enemies is strange, given that the game's enemies also serve their own unique roles.
Let's take your first DOOM 2 example, the Archvile. You mention target priority - when an Archvile spawns in DOOM Eternal, is it not a very high / top priority? With how they can call in additional demons, including types that weren't previously in the arena, fights can get out of hand very quickly if you don't suppress and neutralize an Archvile shortly after it spawns (the right-side trial arena in the Blood Swamps being my favorite example due to its two time-staggered Archvile spawns).
How about the Arachnotron? There isn't another enemy in the game that really has the same level of sustained, withering automatic fire. Most other enemy projectile attacks are isolated or dealt with in bursts, but the Arachnotron cannon exerts -continuous pressure- unless you either take cover or destroy the cannon, meaning that it requires its own priority assessment. Its grenades also require special attention, since they can potentially bounce where you're not looking and still blow up next to you even if you sidestepped the original shot. Most other projectiles are a one-and-done deal after you perform the initial dodge.
The Mancubus does stagger its shots and -will- lead its shots into you if you're careless with your dash. Due to how fast its projectiles travel and how damaging they are, it represents a particular mid/long range threat, more so than the majority of other enemies in most situations. Until you hit its cannons, of course, again requiring its own priority assessment. Probably not a good idea to dash away from and forget about an intact Mancubus for very long. With sufficient attention, you can fairly easily dodge an Arachnotron's stream of shots, even at midrange, but a Mancubus cannon shot can be a nasty surprise.
Cacodemons are still extra pressure, like as you described as they were in DOOM 2, but instead more focused on close range instead of projectiles. I'm not aware of any enemy that is as much of a threat in melee range (150 damage in a single hit on Nightmare, I think, but it's never happened to me - I know it's 75 on Ultra-Violence from watching other peoples' playthroughs and from when I used to play on that difficulty). Pain Elementals seem to take more of the role of long range pressure, but in my experience are more erratic and less accurate than Mancubi.
The Revenants can (?) also be extra pressure from long range, with missile barrages that are more accurate than the Arachnotron's automatic fire. Best example would be the fight with the first outdoor Buff Totem in the Super Gore Nest Master Level, with several Revenants that can effectively harass you from an elevated ledge. That might be the only really good example though (Tier F enemy lmao)...
But since you mentioned map geometry, no enemy makes me constantly think about using map geometry to break line of sight / take cover more than the Blood Makyr. You can take cover from an Arachnotron, but you don't necessarily have to, since you can neutralize most of its threat with a single well-placed shot at nearly any time it's visible. Can't do that with the Blood Maykr. When it -does- become vulnerable during its devastating slowdown attacks (another unique feature), you may very well be too busy dealing with something else. I've found that using terrain masking is more important with this enemy in order to avoid severe damage.
What's the difference in approach between the Hell Knight, Dread Knight, and Whiplash? Hell Knights aren't much of a major threat - I personally feel that they're just a step above fodder - and can be approached in almost any way, whether long range, midrange, or up-close-and-personal. Dread Knights? Well, let me just say I was quite surprised on my first playthrough at not only how damaging, how far-reaching, but also how fast its melee attacks were at close range. Best to stay far out of melee range. Whiplashes also have far-reaching melee attacks, but they're not that fast with them. Instead, they require special attention if they start positioning themselves at midrange due to their dangerous shockwave attack, which is one of the handful of projectiles that cannot merely be sidestepped and forgotten since it homes in perfectly until just before impact. In fact, I'd say that they're one of the highest-priority enemies in the game.
The Marauder is tedious? You can eliminate a solo Marauder in 5 seconds or less from time of his first attack, depending on weapon choice and spawn type.
I'm pretty sure the second Marauder fight in Taras Nabad can occur mixed with other heavy demons (Prowlers, Cacodemon, and Dread Knight), but I don't really play that level very often, so I might not remember the spawn conditions correctly.
Nevertheless, I agree that there is huge missed potential here. There are glimpses of it: The Holt has a fight featuring a Marauder mixed with a Tyrant, which I found to be a fun conclusion to that encounter. The Super Gore Nest Master Level features a Marauder solo at first, with Arachnotrons spawning in shortly after the fight starts. That was one of the most intense encounters I've experienced in the game. I would like to see Marauders mixed more frequently with other heavy / superheavy demons.
If this was a literal statement, then it is factually incorrect. Enemies are spawned all over arenas, including at the edges.
Cacodemons do this too, even if they spawn near the middle of the room.
Urdak also has a fight where Cacodemons spawn far out from the arena. I would like more of that, there is more missed potential here.
I can't say I agree, none of the arenas / combat encounters felt the same to me. Each arena required different pathfinding and platforming strategies to avoid damage (-really- important on Nightmare) and achieve better positioning for command of the battlefield.
With regards to enemy spawns, the differences between enemies that I described means that 3 Arachnotrons spawning in evokes an entirely different response than when a Blood Maykr shows up with a bunch of Prowlers and Carcasses, for example.
Enemy placement also matters for the optimal approach to any given fight. I'm reminded of the first arena after the Atlantica facility self-destruction, where a Tyrant spawns in the back nearly completely obstructed by cover. You could get harassed by overhead missile barrages or surprised by the energy blade shockwaves until you figure out where they're coming from. You can't even just shoot back at it like anything else because of the cover, especially if you're out in the middle of the arena dealing with other threats. An even better example might be the aforementioned two Archviles in the Blood Swamps.
If it didn't feel challenging, you should have turned up the difficulty. I'm gonna have to agree with Hugo Martin and Gmanlives on this, Nightmare is the best version of the game. Ultra Violence is far too easy for sustained play and allows for too many mistakes.
This is indeed a very valid point. I recently became aware that the promotion leading up to the game's release did in fact talk about what kind of changes were being made going forward from DOOM 2016. Not everyone will follow all of the promotional material - I certainly didn't - and will instead carry over the expectations from their previous experience of the series. I was pleasantly surprised at how much more I enjoyed DOOM Eternal overall compared to DOOM 2016, but I can definitely understand how the changes would put off others seeking a different experience. I don't know if spinning off the design of DOOM Eternal into a different franchise would be as satisfying to me, personally, but I also don't know how one might address the issue otherwise.
While I think the Street Fighter analogy misses the mark a bit (Doom is still an SP FPS game after all) I understand that changing a formula is always going to be contentious for a fandom. It still really boils down to individual preference as to whether you want the IP to go new places or, more or less, rest on its name and the experience that's "supposed" to come with it. I personally like the fact that playing different Doom games offers different things, and I think it's not such a bad thing for fans to prefer one game to the other.
As for your final point about there being fewer threads, you may be right as 2016 was inundated with massive amounts of hate threads from OG purists, who basically wanted to caste 2016 as an abomination. Whether that's quantifiably more or less than Eternal's received, I can't say (and I'm not going to count them, lol!), but I do actually think that kind of feedback is healthy for the IP, especially if it remains popular despite the outcry (which seems to be the case). Despite what anyone thinks, I firmly believe introducing fresh ideas, especially when they're primarily in service of the gameplay, is key to this franchise.
I also just have to add that plenty of OG players love Eternal, myself included. Believing people will offramp solely because Eternal modifies the formula isn't a fair generalization; I can equally say despite the gnashing of teeth here that plenty of OG fans like Eternal and are invested in Doom's future just as much as its past.
I just have to echo this as well. The fights don't feel the same at all to me and the presence of different types of demons has a dramatic impact on how you approach that specific arena.
In this way Eternal offers a "Groundhog Day" effect, in which a big part of success rests in remembering the spawn and trigger order of demons and determining the best way to tackle that encounter. The largest part of its replay value is going back to an encounter that seemed impossible and breaking it down; determining a strategy for success, executing that strategy, and consistently mastering it, then potentially refining it further to become even more efficient( almost like an action-based equivalent to refactoring code.) People have compared this to fighting games or arcade score-based brawlers, and there is definitely a strong parallel in the underlying drive that makes Eternal's loop fun.
But no, I don't agree that fights feel the same. If anything, the variety they offer makes the experience more thrilling, and even more satisfying when you truly nail the encounters.
So first, thanks a ton for the response! I'll give you the Archvile, Arachnotron, and Mancubi all being well-designed for sure. It's not that I think -every- enemy design is lacking, but the ones that I found disappointing (particularly, the ones I listed, as well as a few others like the Teleporting Big Imps & Revenants) were used prominently enough from arena-to-arena that it stood out as an issue to me.
Revs in particular were a huge disappointment for me, because the whole "Dashing breaks missile locks" basically makes them a non-threat, as you're very nearly always dashing.
I'll def also give you the Blood Maykr. While I'm not normally a fan of "enemy you can't hurt until its weak spot opens up" enemies in this genre, I actually found that in this case it was a pretty interesting enemy!
Finally, part of my problem with the Hell Knight/Sword Knight/Whiplash probably stems from how all 3 die/enter Glory Kill Stun from a single Lock-On Burst from the rockets. In my experience they weren't often spawned with much else going on to distract me, so regardless of their differences in moveset, I'd deal with all of them in the same way.
Going back to the Blood Maykr bit tho, I actually finished the DLC last night, and will absolutely say that it improved on most of the issues I had with the main campaign. Most of the new enemies (-especially- the Spirits) required me to actually put way more thought into how I approached fights than the practically-formulaic setups I'd been falling into towards the end of the main game. Like, some fights in the DLC had theoretically very similar compositions to fights in the main game, with the sole change being "and now this guy has a Spirit", and it was actually a pleasant surprise to me how much that changed the feel of those fights. Even the turrets, who weren't as hugely impactful on my strategy like the Bloods & Spirits, still acted to essentially fill the niche opportunity that I felt the devs missed with Cacos/Pains by providing constant long-range pressure.
I think the only DLC enemy I was disappointed in was the final boss, due to how dinky most of his attacks were, and how the actual "final" encounter was just two Spirited enemies and a Blood Maykr instead of an actually unique foe. I'll admit that that encounter was an interesting & challenging setup to deal with, especially since whoever you killed first would keep respawning un-spirited afterwards, but it felt kinda anticlimactic that that was all the last battle was compared to the main campaign bosses.
I mean yeah that's exactly the problem imo. Because the campaign basically only ever spawned the Marauder with fodder outside of the Holt and that one time you fight two of him at once (can't recall the Taras Nabad fight you mentioned tbh), the fight feels pretty much the same every time, and it gets boring to repeat it over and over like that, even if it's a short encounter. The DLC fight where he's paired with the Tyrant is definitely a step in the right direction, and I also hope they use him in some more interesting setups in DLC 2.
I think this was more of an issue in the early/mid-game than the late game, but yeah it's not meant to be a completely literal thing. It stands out more as an issue for me even when they're spawning things nearer to the edges due to how most enemies tend to just gun straight for you once they spawn. IMO, It'd have been a huge benefit to the encounter design in this regard if they had some sort of system in place where they could program a specific spawn of an enemy to use different AI than normal. Like, to call back to the Serious Sam "guys who shoot homing missiles from castle battlements" example, said enemies normally gradually stomp towards you to try to get in melee range if they're spawned inside of the battlefield itself, but the ones that spawn up in the towers are specifically programmed to just stand still and chuck the homing shots.
I think Doom Eternal's encounter variety could greatly benefit from occasionally doing something similar, like Arachnotrons lobbing grenades down into the arena from up on a wall, or an Archvile who focuses on using his enemy spawning & fire-bursts-from-the-ground moves while being far enough away that you can't just cheese him with an up-close Freeze Grenade/Turret Chaingun combo, and my hyperbole is mainly expressing frustration at how the game basically never does anything like this, instead opting to basically always spawn enemies in-arena that then just chase you down unless they're a Pain or Carcass.
I will note here that every example you used included something from the DLC, which as I said above I admit seriously improves on my encounter design issues I had with the main campaign.
Fair, though I've never been a fan of difficulty options that just tweak stat numbers like damage & speed, and there's very much a risk that if I'd done so it'd have jumped from "not challenging enough" to "so challenging that I'm actually having less fun than before". I'd be much more inclined to up the difficulty if it meant more challenge through more interesting wave comps like in the original games than just "the same guys but they're harder to kill & hit harder".
also sorry @Grampire for not responding to your post this time, I just feel like I'd either be repeating stuff that's included in the above bits, or otherwise getting cyclical with what we've been exchanging up until this point. I will quickly say that I definitely agree that what people tend to find fun w/ Eternal's gameplay loop most definitely compares to fighting games and such!
I'll close out this post by saying that, now that I've finished the DLC, I think I'm starting to see Doom Eternal in much the same way I see stuff like Super Mario 64, Ocarina of Time, or Half Life 2. Each of those games did something very new and groundbreaking for their respective genres at time of release (Mario being the first 3D platformer as long as you don't count Jumping Flash, Ocarina being one of the first big 3D adventure games, and Half Life 2 being one of the first "cinematic" FPS titles), and as a result many people tend to see them as "10/10 one of the best games of all time", but when you actually get down to criticizing them they all had -serious- issues. Mario had an utterly terrible camera & some particularly cryptic Power Stars, Zelda's dungeon's often had two braindead puzzles for every good one, & its combat balance completely disintegrated if you got the two-handed sword, and as far as I'm concerned Half Life 2 has some of the worst gunplay I've ever experienced in a major FPS title, and the only reason people regard that game so highly is its story, world, & characters.
The thing is, all of those games were that rough -because- they were trying something new, and game developers at the time didn't exactly have any experience or reference points for what would/wouldn't work in their new game besides "Well this worked in -other- genre so maybe it'll work here?" (a technique which led to things not working as often as it led to success). Still, because they were such fresh experiences, and still at the bare minimum decent-to-good in quality, they were able to ride the wow factor of being new well enough that people were/are still willing to completely ignore the rough stuff about them. And because they were each so successful, they were able to pave the way for either their sequels or other games in the genre to improve on the faults of the original, eventually leading to titles that, while not nearly as groundbreaking as their progenitors, are most certainly better games overall.
Basically, I think Doom Eternal is in the same boat; it's pretty much pioneering a new subgenre of shooter, and as a result the devs stumbled a bit with some rough spots & missed potential, but even in the DLC they're already showing how those issues can be improved upon if not outright fixed. My views on the main campaign are still very much in the "eh, 7/10" range, but the DLC alone has managed to show me that even if I didn't initially find that the new gameplay style was "for me", it has the potential to give me a lot of fun in spite of that once the devs have taken some time to further refine it & iron out its kinks.
See, this is the kind of thing I have a lot of respect for. You actually give reasons and valid breakdowns of what you like and dislike instead of resorting to the dumb "HUR DUR! I DON'T LIKE THIS GAME IT'S A MARIO CLONE!" not going to specify names on that one, they stand out enough.
You took the time to actually elaborate and state reasonable and actual educated opinions instead of the other tripe that gets put on these forums where they just repeat them selves over and over with no actual knowledge of the game.
Thank you for a rational post on these forums.
And regarding your paragraph
"I'll close out this post by saying that, now that I've finished the DLC, I think I'm starting to see Doom Eternal in much the same way I see stuff like Super Mario 64, Ocarina of Time, or Half Life 2. Each of those games did something very new and groundbreaking for their respective genres at time of release (Mario being the first 3D platformer as long as you don't count Jumping Flash, Ocarina being one of the first big 3D adventure games, and Half Life 2 being one of the first "cinematic" FPS titles), and as a result many people tend to see them as "10/10 one of the best games of all time", but when you actually get down to criticizing them they all had -serious- issues. Mario had an utterly terrible camera & some particularly cryptic Power Stars, Zelda's dungeon's often had two braindead puzzles for every good one, & its combat balance completely disintegrated if you got the two-handed sword, and as far as I'm concerned Half Life 2 has some of the worst gunplay I've ever experienced in a major FPS title, and the only reason people regard that game so highly is its story, world, & characters."
When we get down to it a lot of games fill out that meaning.
Even the original dooms had their fair share of major problems that were not fixed until the modding community got their hands on it.