The 4 "P"s of DOOM's Amazing Combat
569K views · Apr 8, 2020 · Gaming
Comments · 2K
@Benevoltt · 6 years ago (edited)
One quote I thought summed it pretty well for me:<br><br>DOOM 2016 makes you feel like a badass<br>DOOM ETERNAL forces you to be one
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@rocketman2485 · 6 years ago
Anatomy of a doom eternal fight: Walk into room, hear mick gordons god tier soundtrack, AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA,<br>Look at large number of corpses surrounding you and laugh.
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@anishpunati5551 · 6 years ago
<a href="https://www.youtube.com/watch?v=I9ZsFT_eqXY&t=394">6:34</a> “Choose the perfect moment to fire your get out of jail free cards, like the BFG”<br><br>Proceeds to shoot BFG directly at an imp
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@SOMA-pc9ci · 5 years ago
* health is low *<br>most shooters: "AHHh i neeed a medkit!"<br>DOOM: * Gets angrier *
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@John-jc3ty · 6 years ago
"toxic soul juice" is a scientific term
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@GMTK · 6 years ago
To answer the recurring question about playing with a controller - I unfortunately have repetitive strain injury in my wrists, which makes playing fast-paced games on keyboard and mouse really uncomfortable - so I stick with controllers! My days of playing Quake 3 on KBM are well behind me!
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@Apothecary2 · 6 years ago (edited)
The Archvile being so particularly dangerous is him fufulling his intended role. in The Classic Doom games , the Archvile had one of the most thoughtful and deliberate designs. In a game already pretty free of redundancies. All other demons were specifically programmed to never infight the archvile. And if they do aggro him he will just revive them anyway after killing them. A single enemy eliminated all the usefullness of infighting. You had to make him a priority and get aggressive against him or else no prgress can be made. And yet the Archvile was dangerous on it's own as long as it had line of sight. You had to move quickly with consideration for your environment. He existed as a counter against normal player strategies. An utter bastard of an enemy design but that's exactly the point. Doom Eternal continues taht deliberate purpose as he will continue to make your life hell unless you can chase him down and interrupt his spawning. This is probably why Doom 2016 replaced him with the Summoner. 2016 never wanted to be that player unfriendly so it gave a new enemy a similar role without the infamy. Eternal on the other hand always wanted to be a more intense and challenging game and further call back to the series roots. It brought back the enemy that would most easily create that feeling.<br><br><br>Doom 2016 was never really challenging enough for choices to matter. Eternal wants to be the unfiltered id game but reflects the intense side of that philosophy. Constant switching of weapons and a concern with resources actually was a big part of many classic shooters. Eternal brought that back in a different way. Zeroing in the constantly moving agression interpretation. The deliberate enemy behavior is called back to with Eternal's greater depth of player interaction with the enemies. While it does push even further into arena style combat encounters, Eternal is the greatest evocation of the Classic Doom impression. Doom 2016 felt like developers hedging their bets and trying to appeal to as many people as possible. This can be seen in the visual design as well. Eternal is them spurred on by success to be more confident in what they want the game to be and more genuinely calling back to the design of Classic Doom.
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@Volron265 · 6 years ago
In the words of Hugo Martin himself:<br><br>"I mean it is a thinking man’s action game...We’re not just gonna hand you that power fantasy without you earning it. I mean, you got to learn all those metas."
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@HQ_Default · 6 years ago (edited)
I would like to get you started on the Marauder.
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@Spec49423 · 6 years ago
When I started playing Doom Eternal, I immediately set the difficulty to Ultra-Violence to give myself a good challenge, but still be fair. It was instead brutal and unforgiving, especially ammo, which depletes extremely quickly, and I was almost frustrated enough to lower the difficulty. <br> <br>Until I realized two things. The last charge of the chainsaw regenerates, and zombies constantly respawn in arenas. This means that if you can just find the time, there are infinite resources to be gained in any arena. Flame belch for armour, blood punch and glory kill for health, and chainsaw for ammo. This system of resource management at first feels like a chore, but once you get it to flow, it just becomes another mechanic. <br> <br>I really disagree with your idea of the weapons and enemy weaknesses. The example of cacodemons is true to an extent; the best weapon to kill them quickly is the grenade launcher. But this is really only true early on. Once you have your full arsenal, the balista is generally a better choice, but they can be just as easily handled with the chaingun or super shotgun. Enemy weaknesses just mean that against a single enemy, perfect play exists. The whole point of the game is to throw enough stuff at you that doing everything the most efficient is just not possible. <br> <br>Every weapon has multiple purposes, and every enemy has a weakness that can be exploited in multiple ways. The mancubus can have its guns blown off with the cannon's aimed shot, but also the grenade launcher. Same with the revenant's missiles. You can also blow them off with the plasma rifle's heat blast, or well aimed missiles. The chaingun deals damage really quickly, but is ammo intensive, so its best to use on big demons that need to die quickly. It can also be used to deal with lesser demons if you need to get lots of armor from flame belch RIGHT NOW. The super shotgun is probably the best designed weapon in the whole game. Its meat hook can be used offensively to get you close to a high priority target to get a full damage blast off, or it can be used defensively to pull you away from a big nasty towards a zombie to replenish you resources. Once you upgrade it, and the meat hook can regenerate armor, the choice becomes even more nuanced. Suddenly hooking right into a Baron of Hell or an Archvile isn't crazy, because you'll get some much needed armor from the first blast. <br> <br>Doom Eternal is a panic simulator. It forces you to constantly put out fires, which means managing multiple systems and changing priorities. The constant feeling that you're one step away from complete disaster is what is so enthralling. It's a lot like Starcraft in that way, where there are just too many things going on to ever play perfectly. All you can do is follow the gameplay loop best you can, and readjust priorities to make it through.
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@GMTK · 6 years ago (edited)
Consider this video a celebration of GMTK (almost) reaching a whopping 800,000 subscribers! Thanks so much for your support! Consider switching the video to 1080p to see the details in all their gory glory. <br><br>Oh, and shhhh... School of Stealth will return as the next video on this channel.
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@SupermanMan1116 · 6 years ago
The idea that “you can find yourself spending more time patching up your resources than slaying demons” doesn’t really vibe with me. One of the best parts of this game is that if you need to get more resources, you just need to keep killing demons. It’s the same activity, you’re not really trading time spent on one for the other.
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