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FPS Games NEED to Stop Balancing Enemies (DOOM: The Dark Ages)

5.8K views · Mar 15, 2026 · Gaming

Comments · 77

  • @Farvein · 6 months ago (edited) · pinned

    What FPS enemy do you think is designed really well - and why? If you wish to support the channel, SUBSCRIBE and like this video!

    2

  • @blunot6941 · 5 months ago

    the komodo is one of the most unique character designs ive seen for an enemy and im so glad they gave him such a unique combat style that demands the player's attention. they really managed to use the shape of him to naturally telegraph his really big attacks and every aspect of his character design is something he uses in combat

    23

  • @TheCyclicGamer · 5 months ago (edited)

    The Dark Ages Version of the Cyberdemon is my favorite version of it. Past iterations of the Cyberdemon (Haven't played DOOM 3 so I don't know about that one) made it an absolute slog to fight, especially in the Classic DOOM games. It's health is too much and doesn't have any interesting mechanics. In Eternal, the Cyberdemon's whole thing is "Shoot it until it dies" and has no interactivity, even though it should be the most interactable of all the other demons due to it's size. The Dark Ages' Cyberdemon on the other hand is an absolute joy to fight, you can break it's canon, combo parry it, and it doesn't take much to kill in comparison. Although if I could change it, I'd give it the ability to launch cursed skulls and give it the Beam attack the Eternal Cyberdemon had as well.

    44

  • @kaiyrian1737 · 5 months ago

    Nothing scares me more in TDA than realizing a cosmic baron spawned in. They’re not the hardest enemies but they’re one of the more aggressive ones and they’ll chase you around the whole map and shoot you if you don’t prioritize them but they’re can turn the whole encounter around if you know how to deal with them. My favorite enemy in this game

    15

  • @TheLegoJungle · 5 months ago

    I love the Komodo, it’s my favorite (new) demon. I’m happy you liked him enough to devote a video to it.

    13

  • @TheGamingBurger734 · 5 months ago

    Say hello to the Accelerator, Komodo. You're biggest nightmare.

    14

  • @estusi1360 · 4 months ago

    The best part about the Komodo in my opinion is the fact that it is an enemy that truly makes you have to consider temporarily fighting on terms that are not your own. There's concepts from fighting games, like neutral, pokes, pressure that can really be applied to engagements against them. Especially in terms of neutral. It would be one thing if the Komodo was always in your face, but in engagements, it can decide to be skittish, letting the other enemies in the arena take up your mental bandwidth until you realize too late that you've lost track of it.

    1

  • @ripgasbaron9716 · 5 months ago

    Background music got me acting whimsical

    2

  • @ThatOneGoon48 · 4 months ago

    Ultrakill also does a great job of this, fodder, mid tier, and high tier enemies all have about the same health within their tiers, but vary greatly in complexity. It makes for some of my favorite fps gameplay ever!

    2

  • @Doomscholar · 3 months ago

    I love it when big enemies dont fall into the &quot;stand still&quot; archetype<br>For certain, more realistic games, &nbsp;that makes sense<br>But doom has magic, and hell is specifically stated that the laws of physics and space doesn&apos;t really exist there, so it would make sense that its denizens wouldn&apos;t follow those rules. Which explains things like the flying meatball ememies<br>But it also gives a valid excuse as to how gigantic enemies like the komodo can move so quickly<br>My favorite example is the biggest non-titan enemy of the dark ages, the vagary<br>Despite it easily being at least 25ft tall and stupidly wide due to its legs, it moves incredibly fast and tends to jump out of the way of projectiles, completely catching you off guard<br>By our logic it should just collapse, but since it&apos;s from a realm where things like the square cube law are meaningless, this is perfectly reasonable <br><br>I also enjoy how id still manages to make the &quot;stand still&quot; mechanic work from an in world perspective, like the tda cyberdemon <br>Ahzrak cut their wing tendons, thus they aren&apos;t as mobile <br>But before people bring up the fact they can still walk, just remember that the cyberdemon is a very old if not one of the oldest species, and are actually high ranking commanders of the battlefield, and its attacks prove it<br>Too far away? You get a barage of unparryable lasers and occasionally a few skull blasts<br>Get up close and you are met with a constant stream of stomps and slashes that only stop if you either back away or successfully do a parry combo<br>Even when you&apos;re out of sight or across the map, he&apos;ll just make spikes appear under you until you get closer or back in his line of sight<br>It doesn&apos;t need to move because it has control of the field, just like it lore says<br><br>Also great video, im so glad someone else seems passionate about this game like me

    1

  • @MorbiuslyObese · 4 months ago

    This is what I’m talking about! I’m trying to work on this in my game.

    3

  • @BobyBaconhower · 4 months ago

    Sir the shotgun flip cut at 7 mins was so clean

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