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Doom Eternal is for boomers that wanna feel like zoomers. Its like D2016, once the eye candy falls off you never play it again. Game is just a eye-candy extravaganza that once it wears off you notice it has little substance.
Even the original Doom games are more substantial than the Nu-Doom franchise is.
Halo, Halo never changes.
I like Halo more because I can enjoy high-intensity combat, coupled with creative levels, and creative combat.
I think Doom Eternal is beautiful, but you just travel from arena, to arena, the entire game. Also later-game you encounter enemies where you have to halt all pacing, and focus on lame gameplay tactics I thought died in the NES era, like waiting for their eyes to turn green or they take no damage.
It's very much personal opinion, but I'm enjoying my Halo replay a lot more than I was enjoying Doom Eternal. Not saying it's a bad game though, with the sales going on they're both good purchases.
Artificial difficulty doesn't make the game in-depth...
Ultra-Nightmare is hot garbage. I got halfway through the game in 2016 and the run was ended by falling off a ledge because I mis-pressed the spacebar...
And I'm one of the few people who refuses to abuse save / reload strategies that some people use to beat said difficulties.
Also I'd find these "hard" difficulties more interesting if there was advanced movement mechanics to learn like strafe jumping or circle strafing but there isn't, it makes the learning curve extremely linear and the game more of a test of patience than anything else.
I'm ADHD so I don't have the patience for crap like that.
I wouldn't take ritalin thanks to the side-effects and I got enough problems without being fed them, but considering you're the person who jumps to insults maybe I'm not the one whom that needs it.
Its technically an S-Curve which I am referring to, but its fairly similar to a linear curve in its progression so what the hell.
The skill ceiling is not -that- high, the game doesn't demand a huge amount of actions per minute and aim is something that carries over from any FPS game ever, so that's hardly an issue.
Shooting mechanics and hit-detection being good just means that the game is easier to learn, not harder; because the player does not have to cooperate with the game in order to get used to them.
An S-Curve is basically a learning curve where you start off slowly but reach the peak reasonably quickly after you've learned the basics of the mechanics you're supposed to understand, I don't see how that's any different with Doom.
Its not some complex curve where there's a slow-burn of progression where compounding bits of information or mechanics add together for you to form new ways of doing said thing which is what I was trying to posit beforehand. It all comes to to 3 simple things: aim, movement (which is very basic for comp FPS standards) and actions / abilities.
People were already reaching "peak" gameplay not even a week after its release, so I don't really consider it to have that high skill ceiling at all really. :/
Finally, to argue if its a "bad" or "mediocre" shooter is purely down to opinion, you have your opinion, we have ours. There's no reason to call people who disagree with you a "moron".
This new type of enemy breaks everything good about Doom's enemy design so far.
You meet them about half into the game, and they keep popping up since them.
They are essentially invulnerable to most attacks, because they have a massive shield. If you go too far away to take care of other enemies, they have a range attack. If you get too close, they use their shotgun.
Basically they demand attention around other enemies. They can only be harmed from a precise distance, in a short window when they are preparing to attack.
The problem isn't that they are hard. The problem is they are bad. They are completely antethetical to the core design philosophy that underpin Doom's entire combat system.
If they make more such "innovations", Doom is on a downhill journey from here.