DOOM Eternal

DOOM Eternal

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Ammo Management faux pas
I still haven't figured out how Bethesda thought this was a cool idea. All the past 'Doom Guy's had huge ammo stocks, even 2016 allowed ample to be carried and more as upgrades took over. Trying to figure out if they always intended Eternal to become an arcade shooter because Doom Guy no longer leisurely clears out bases but has to resort to some serious Serious Sam run and gun to survive but how on earth does Doom Guy carry so many guns but only has shallow pockets for ammo?? I could have enjoyed this game more had the ammo micromanaging been left out.
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The only time ammo management was a problem for me was when I was forcing myself to save 3 gas for that extra special heavy demon kill and my 2nd Marauder fight on Terrible N' Bad.
Joker 25. Jan. 2024 um 4:35 
The explanation stands crystal clear: the landscape of contemporary gaming far eclipses that of the '90s. Present-day technology unfurls a myriad of possibilities, with the horizon of potentiality ever-expanding. Consequently, our expectations ascend. Why tether ourselves to antiquated boundaries when the canvas of possibilities continues to widen?

I assume both yourself and the habitual critics of DOOM Eternal are mindful of the central gripe directed at DOOM (2016) – its extravagant ammo count. This concern reverberated with most players, painting the game as overly straightforward, almost resembling a leisurely stroll rather than an intense gaming experience. Unless there's an elusive piece of evidence proving DOOM to be a literal walking simulator, the repetitive deployment of the double barrel and gauss cannon, ensnaring a predictable combat outcome, has fallen out of favor. It's become mundane, and the gaming community has made its stance abundantly clear to the developers at id Software.

The double barrel and gauss cannon essentially turned the game into a one-note melody. Other weapons paled in comparison, with little rationale for their use when just two (2) guns could swiftly orchestrate the demise of any adversary. The incentive to refine skills or experiment with alternative strategies dwindled; none proved as potent as the exclusive deployment of the double barrel and gauss cannon.

Players yearn for a gaming encounter where the reliance on one or two weapons doesn't render the entire escapade trite, robbing it of the nuances of difficulty. This sentiment echoes resoundingly in the design philosophy of DOOM Eternal. Criticism of DOOM (2016) fixated on its surplus ammo and the subsequent dilution of challenge, leaving the gameplay devoid of emergent intricacies. DOOM cannot uphold its standing as a vanguard, technology-propelling franchise if it adheres to an ammo reservoir reminiscent of the OG titles and DOOM (2016). It doesn't align with players' desires. Insisting on an abundance of ammo in the next installment risks relegating it to the realm of retro boomer shooters, notorious for sidestepping technological and gameplay innovation. This trajectory could impede both sales and player engagement.

Nine million sales versus ten thousand sales. The call resides with you.
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Geschrieben am: 7. Okt. 2023 um 6:57
Beiträge: 17