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I suppose they could, but they are much more dynamic and move about the world in a more believable way. They feel almost spider-monkey like, which you don't really see in Eternal.
2016 had the better atmosphere for sure, but not better level design, even though it was very good too.
But I bought it recently with DLC for £15, approached it as it's own thing, and I've come to the conclusion that it's the Single Player Quake 3 campaign we never got.
Great Doom game - No
Great game - Yes
I updated my reactionary review stating this fact, and I get why it's a divisive game.
TL;DR: The combat is better in 2016 and it is the better game because of it. Games with well designed and balanced free-form movement will always have superior combat vs games with a dash.
First, let me explain why I feel like my opinion is valid: Most recently I beat Doom 2016 on a Nightmare pistol only run, but I have also completed Doom Eternal + DLC on Nightmare, and all achievements (except UN) on Nightmare with no in-game cheats enabled, and Arena on Nightmare. I haven't done UN yet as I only have ~170 hours in Eternal and like 70 or so in 2016.
Where I disagree with you is the combat. I would argue that Doom 2016 is better in this arena. You are not wrong however that DE's mechanics are addicting, just that they are superior in my opinion. The reason for this is that I believe the ultimate expression of skill and the height of fun in a shooter is being able to succeed by freely expressing yourself. Games that don't restrict movement options will always be superior in this arena IMO.
How can I possibly say that DE restricts movement? Well, it doesn't do this directly. What it does do is rather than balancing the enemy movement with the player's, they have created an 'oh ♥♥♥♥' button in the form of dash that is the only way to avoid many attacks. Then they sped up the enemies and projectiles to force you to use the dash. This reduces the level of player input and thought required to be successful, and provides an escape from punishment for bad decisions. On the flip-side, it also makes dodging attacks easier for controller players, so could have been a conscious design choice for that reason.
In Doom 2016 you are required to have good positioning to succeed, and the choices you make in how you move and dodge feel so much more visceral than double-dashing away from enemies every second the cooldown expires. In Doom 2016 every inch of where you decide to go is on you, and it matters. You can dodge every single projectile in the game if you are good enough. Because the player moves at a constant speed in 2016 and the enemies can't outrun you so easily, this makes Doom Eternal feel way more chaotic and frantic, but it's actually dumbed down a little bit by the dash mechanic and less precise enemy and projectile design.
The above combined with the superior enemy AI makes 2016 the better game overall and for combat in my opinion. The way that Imps in 2016 synergize with the other enemies to become the deadliest in the game is a great example of exceptional design, and that kind of mechanic just doesn't exist in Eternal to that level of depth.
A couple of side notes: I am aware that m+kb has a huge advantage in the movement style of 2016 vs eternal, and I can appreciate that. I still think free-form, skilled movement should be the gold standard, especially when judging competitive play.
That's an interesting perspective. I enjoy Doom 2016's combat more simply because it's more focused on power fantasy and immersion. However, I feel like Eternal has a better system overall because of its options and tight mechanics. But I totlaly get where you're coming from.