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Ein Übersetzungsproblem melden
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.