I will never understand the hype for this video game. It is just a solid 6/7 with many issues...

one is mechanic focused with your interaction almost exclusively lead around the enemies

and the other is almost purely leveldesign focused

they're different beasts completely outside being fpses with similar weapon rosters

I agree. 2016 barely did anything while eternal is the one that actually tried to something new.
Again, i prefer the og dooms by a landslide, but i really respect Eternal for committing to doing something new and mostly succeeding. The fact it did well with more mainstream audiences is interesting.

Corona my dude. Also the expansions came out spread out a bunch after.
Fug i forgot i actually never played TAG2.

Don't see how that makes eternal shallow rough and you're giving a bit to much credit to the arbitrary maze design in og doom something eternal still has outside of the arenas pretty much. But yes, the enemy encounter is much more mechanic heavy than shallow og doom

Yea Forums used to love hbomber for his New Vegas reviews but started hating him when he made a pro vaccine video.

Attached: hbomber.png (1008x740, 1.12M)

More like he has a blip on the radar for his FO3 vid then became another blip on the radar for his DaS2 vid, but for the polar opposite reason.

>Don't see how that makes eternal shallow
I wasn't insinuating that.
What i mean is that og doom was about limiting the player to certain weapons and other health armor or powerup items and them having to deal with it in a certain level. So the gameplay is both about reacting quickly to ambushes, exploring, planning routes and item usage and managing ammo that is finite.

Eternals gameplay lacks that planning and adapting to situations with finite resources part.
Also generally combat arenas feel samey ish and don't impact gameplay all that much outside a few level i remember in TAG1. Whereas in og doom it does a lot more. I'd compare it to complexity and problems like in a fighting game where you have a bunch of moves you apply at the right time but the level is just an arbitrary box as opposed to a game with super simplistic enemies that serve more as obstacles with behaviour where you have to adapt to that environment as the main challenge.

I honestly never really liked 2016 and Eternals exploration outside arenas as it felt inconsequential. (Your ability to farm enemies for resources is more important than any items you find generally). Didn't hate it. But not as smoothly intertwined with gameplay as og doom where those pickups matter or extra shortcuts gives you more options to approach fights or routing around the level. Especially as said pickups in secrets matter way more.

I can do without the slow finding of resources to upgrade my abilites in Doom Eternal. The main reason i enjoyed TAG1 way more than the base game. It felt like Doom Eternal Tutorial where only at late game I feel like it plays as intended.
I do feel the slow buildup and good explanation of what shit does is the reason why got appreciated by normies more though. Outside marketing, it did explain well why and how the system works and got people to appreciate it more. Even if early levels tend to be harder that lategame ones if you know what you're doing.