Thread: some things I miss from #DOOM 2016 in #DOOMEternal
1 - Enemy type intros:
I'm talking about the quick cinematics before each enemy type was introduced, like the Imp pouncing from the ceiling in the tutorial or the Mancubus jumping up from the bottom of the Argent tower to face you...
I'm talking about the quick cinematics before each enemy type was introduced, like the Imp pouncing from the ceiling in the tutorial or the Mancubus jumping up from the bottom of the Argent tower to face you...
Not only were these cool, but I also feel that they placed a subconscious priority of the enemy they focused on, so that you'd target them to study their attack patterns and find an efficient way to deal with them!
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It also helps for areas where new enemies are just suddenly introduced with no indication, like the Gargoyle or Archvile.
Of course there are exceptions like the Hell Knight and Mancubus where the first one you encounter is front and center.
Of course there are exceptions like the Hell Knight and Mancubus where the first one you encounter is front and center.
2 - Rune Challenges:
For as much as DOOM Eternal is praised for a difficulty by many including myself, it's odd they didn't include Rune Challenges, and after 2016, it kinda feels wrong to just be ranted a rune with no challenge at all...
For as much as DOOM Eternal is praised for a difficulty by many including myself, it's odd they didn't include Rune Challenges, and after 2016, it kinda feels wrong to just be ranted a rune with no challenge at all...
As frustrating as it was, when I finally beat the challenge for Saving Throw, I felt absolutely invincible!!
Like just imagine for Punch and Weave, you have to kill dozens of fodder by only using the Blood Punch and Glory Kills...
Like just imagine for Punch and Weave, you have to kill dozens of fodder by only using the Blood Punch and Glory Kills...
Or for Chrono-Strike, you have to kill various enemies, but only while in mid-air!
Hell, even for Support Runes in the DLC, like imagine for Desperate Punch, you have to kill a bunch of fodder (or even a heavy) using only a Blood Punch, but you can die in like two hits...
Hell, even for Support Runes in the DLC, like imagine for Desperate Punch, you have to kill a bunch of fodder (or even a heavy) using only a Blood Punch, but you can die in like two hits...
3 - Rune Upgrades: the last one goes into another thing I miss, that being Rune Upgrades!
Like maybe for Chrono-Strike, it only lasts like 10 seconds at first, but after an upgrade the time limit is doubled!
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Like maybe for Chrono-Strike, it only lasts like 10 seconds at first, but after an upgrade the time limit is doubled!
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The RPG-esque elements from 2016, were one of my fav aspects of the game, as it made it unique from the shooters I dislike, and it kinda sucks that they were toned down for Eternal...
I also miss the abundance of Runes, but that one makes more sense since I'm pretty sure having infinite ammo while above 75% health would go against the combat economy they set up!
4 - Arcade Mode: I fucking love arcade mode, and I replayed it countless times on DOOM 2016.
That's all I need to say, really!
That's all I need to say, really!
5 - SnapMap: I feel that if id Software had tackled Deathmatch themselves, it would've been better than 2016's, but I never got the chance to play the multiplayer.
However, I did enjoy the limited gameplay I got out of SnapMap, being able to design my own level...
However, I did enjoy the limited gameplay I got out of SnapMap, being able to design my own level...
I can understand why they ditched it, as to not make the game bugger than it needed to be, and not be bloated, but I feel it would've kept a layer of heavy interactivity 2016 had!
Plus the amount of joke maps putting like 20 Marauders and 5 Archviles at once would be funny!!
Plus the amount of joke maps putting like 20 Marauders and 5 Archviles at once would be funny!!