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Gengar78: still better than the halo 4 final boss...
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Mr.Caine: it's not exactly hard being better then halo for a PC FPS.
Sorry for the late reply

I was taking out my disappointment for the final boss of that particular game considering Halo 2 actually had a decent final boss.
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Matewis: Yeah especially when you compare it to the 'miniboss' fights : the Spiderdemon and Cyberdemon.

If only it was done like this!
Yeah, that would have been better!
Well... It's your doom! :)) That final boss is annoying but Half-Life final boss is more annoying imo.
Well think about it like this. There are many reasons why a person or whatever the fuck the Icon Of Sin is becomes a boss. And here of two reasons that could shed some light on this. It probably became a boss because A) it is too weak to defend itself without help or B) doesn't want to have to defend itself. And there is a possibility it was once able to defend itself but became weak by depending on others too much. But from a game play point of view, it would of been better if the Icon Of Sin is more than a wall.
Post edited September 19, 2015 by monkeydelarge
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Austrobogulator: I'm genuinely surprised that people hold Doom 2's level design in high regard. I mean, I don't think it's entirely bad (Barrels o' Fun is fun, for example), but so much of that game is infuriatingly convoluted...
That's kind of the point. It's abstract level design. The engine had significant limitations about the size due to the hardware it was running on, so those kinds of levels were pretty much required.

They were also rather fiendish in that you could often times see what you needed to do or find, but trying to figure out how to get there was tough. Reminds me of early in the first game where you can see the room with the chainsaw, but actually getting to it required a bit of effort to get to.

It's not for everybody, but it took actual talent to design the maps rather than just relying upon being able to throw dozens of enemies into an arena.
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monkeydelarge: Well think about it like this. There are many reasons why a person or whatever the fuck the Icon Of Sin is becomes a boss. And here of two reasons that could shed some light on this. It probably became a boss because A) it is too weak to defend itself without help or B) doesn't want to have to defend itself. And there is a possibility it was once able to defend itself but became weak by depending on others too much. But from a game play point of view, it would of been better if the Icon Of Sin is more than a wall.
I dunno, it reminds me of the boss from Doom 2 and I always thought that was kind of lame. Perhaps that's just me.

LOL, it was Doom II he was talking about, not sure why I was thinking about Sin.
Post edited September 19, 2015 by hedwards