Posted October 05, 2018
A little more about DOOM.
I am still playing this game. Which is unusual for me these days - to keep playing the same game for weeks.
The main experience that I am loving is big sprawling maps very cleverly designed. The juxtaposition of narrow walkways with open plazas, abrupt elevation changes, areas where you can fall to your death, obstacles... it all makes combat a fast-paced puzzle of the kind I remember from the old Doom days.
To address a few comments about glory kills from earlier in the thread about DOOM:
The glory kills are not an instant win button. As the game progresses and levels get bigger and there are more and varied types of monsters to fight, glory kills become an essential part of your strategy, but they do not erase the challenge. It is an added component to the battles which brings with it one more resource to manage. Yes, you are invulnerable during the glory kill animation, but the half second reorientation necessary when the animation ends counters any big advantage you got. Most glory kills net you very little health. The bigger the monster, the more difficult to get a good glory kill. You have to stagger it but not kill it, and you have to be close enough to initiate a glory kill - all while potentially surrounded by a whole bunch of other monsters. I think the glory kill system is very well balanced.
The secrets are very well done - in some ways even better than the original Doom secrets. No more blindly clicking on every wall panel to see if it opens. I always hated that. Now, it is finding the non-obvious jump to what doesn't quite look like a platform, spotting the exposed ductwork that you might just be able to reach and crawl along, and mostly, just not missing a whole section because you got turned around. The pattern is generally kill all the demons in an area and then explore for a while. I find that on the bigger levels I can find about 40% of the secrets on my first playthrough. I find that a pretty good workable percentage. I find enough to feel satisfied and good, but I am motivated to go back and look harder.
I find that I am playing the levels over and over. To find all the secrets. To play through the whole level without dying. Just like in the old days, I enter a level, get totally smashed because I didn't know what was coming. Then I play again and do better. Then I play again and have a better strategy for weapon and ammo management.
To address another complaint I've heard about DOOM - ammo is not so cheap and plentiful that it does not matter. Almost exactly like the first Doom games, there is always plenty of ammo. It never has been a game about scarce ammo and conservation. It is mostly about which weapon to use when. You'll need the rocket launcher for the Barons of Hell that are up above that ridge, so if you use all your rockets on the Cacodemons now, you will have to use a different weapon on the Barons, and it might not go so well for you. Yes, at the end of most levels, you will find enough ammo and health and armor to be fully restored, but that's part of the desing and balance, not a cheapening.
Another note about weapons - the addition of weapon mods and upgrades is wonderful. More to manage. Augment your playstyle, open up new possible playstyles, gives you another incentive to hunt for secrets - to get more upgrade tokens.
The runes challenges I'm not so crazy about. You find these floating glowing runestones periodically, and you can click on them to enter a one-off challenge arena. Kill 20 demons using exploding barrel damage in under 10 seconds using only your shotgun. That kind of challenge. And in return you get to equip the runestone - which gives you bonuses of dubious quality. The whole thing doesn't affect the balance, so good there. But, it seems besides the point and not as fun as the main game.
tl;dr - I am enjoying DOOM 2016 as much as I enjoyed Doom 2 during college.
I am still playing this game. Which is unusual for me these days - to keep playing the same game for weeks.
The main experience that I am loving is big sprawling maps very cleverly designed. The juxtaposition of narrow walkways with open plazas, abrupt elevation changes, areas where you can fall to your death, obstacles... it all makes combat a fast-paced puzzle of the kind I remember from the old Doom days.
To address a few comments about glory kills from earlier in the thread about DOOM:
The glory kills are not an instant win button. As the game progresses and levels get bigger and there are more and varied types of monsters to fight, glory kills become an essential part of your strategy, but they do not erase the challenge. It is an added component to the battles which brings with it one more resource to manage. Yes, you are invulnerable during the glory kill animation, but the half second reorientation necessary when the animation ends counters any big advantage you got. Most glory kills net you very little health. The bigger the monster, the more difficult to get a good glory kill. You have to stagger it but not kill it, and you have to be close enough to initiate a glory kill - all while potentially surrounded by a whole bunch of other monsters. I think the glory kill system is very well balanced.
The secrets are very well done - in some ways even better than the original Doom secrets. No more blindly clicking on every wall panel to see if it opens. I always hated that. Now, it is finding the non-obvious jump to what doesn't quite look like a platform, spotting the exposed ductwork that you might just be able to reach and crawl along, and mostly, just not missing a whole section because you got turned around. The pattern is generally kill all the demons in an area and then explore for a while. I find that on the bigger levels I can find about 40% of the secrets on my first playthrough. I find that a pretty good workable percentage. I find enough to feel satisfied and good, but I am motivated to go back and look harder.
I find that I am playing the levels over and over. To find all the secrets. To play through the whole level without dying. Just like in the old days, I enter a level, get totally smashed because I didn't know what was coming. Then I play again and do better. Then I play again and have a better strategy for weapon and ammo management.
To address another complaint I've heard about DOOM - ammo is not so cheap and plentiful that it does not matter. Almost exactly like the first Doom games, there is always plenty of ammo. It never has been a game about scarce ammo and conservation. It is mostly about which weapon to use when. You'll need the rocket launcher for the Barons of Hell that are up above that ridge, so if you use all your rockets on the Cacodemons now, you will have to use a different weapon on the Barons, and it might not go so well for you. Yes, at the end of most levels, you will find enough ammo and health and armor to be fully restored, but that's part of the desing and balance, not a cheapening.
Another note about weapons - the addition of weapon mods and upgrades is wonderful. More to manage. Augment your playstyle, open up new possible playstyles, gives you another incentive to hunt for secrets - to get more upgrade tokens.
The runes challenges I'm not so crazy about. You find these floating glowing runestones periodically, and you can click on them to enter a one-off challenge arena. Kill 20 demons using exploding barrel damage in under 10 seconds using only your shotgun. That kind of challenge. And in return you get to equip the runestone - which gives you bonuses of dubious quality. The whole thing doesn't affect the balance, so good there. But, it seems besides the point and not as fun as the main game.
tl;dr - I am enjoying DOOM 2016 as much as I enjoyed Doom 2 during college.