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Showing posts with the label Doom Eternal

Doom 2016 vs Doom Eternal: The Verdict

I first played Doom 2016 and Doom Eternal in 2020. As much as I wanted to compare them, my opinions were tainted by playing them on different difficulties because Doom Eternal wasn't challenging enough at first, but then refusing to lower it once it became a bit too difficult and frustrating. Anyway, now in 2022 I've played both on normal and hard. But, I replayed them in French, so my opinion on the story is mostly from what I remember from two years ago. Gameplay Doom 2016 Doom 2016 is a good game. It's fast paced and skilful and it feels great to move around in. Supposedly many people got bored of it towards the end and didn't complete it. Arguably it *is* repetitive towards the end, but the gameplay is fun and the runtime fairly short, so I can't relate to not wanting to finish it. I don't really know what more to say than it's yet another boomer shooter. It's got varied weapons and enemies, fast movement, and a satisfying test of your mastery over t...

Prescriptive vs Free-Form Boss Fights

The design of boss fights in many games tends to fall into one of two gameplay patterns: 1. Prescriptive Formula Interactions with the boss are limited; a narrow sequence of moves are required to defeat it. For example the boss may only takes damage at specific times or on specific parts of it or when hit by specific moves. Typically, a prescriptive boss will have multiple phases. Each phase changes the required approach or just ramps up the difficulty of executing the required steps, giving the fight some variety. e.g. In many Zelda games, the boss won't take damage until you exploit its weakness, causing it to go into a vulnerable state, where it can take a maximum amount of damage before becoming invulnerable again. The boss's weaknesses can change throughout the fight, usually in a specific sequence. Usually the solution to prescriptive fights is made plainly obvious. The Zelda series regularly uses big eyes as weak points. It does it often enough the games can rely on play...