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Name one thing Doom 16 is missing


Jeffo2448

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more non-linearly designed levels. the game kind of tricks you by giving you the best designed levels at the start, then it gives you a lot of linearly designed ones that cuts out backtracking entirely after a point, usually by a locked door out of nowhere.

the rest isn't really what the game is missing, but what the game could've improved upon. many of the enemies feel very bullet-spongey to take out, especially on higher difficulty levels, which kind of makes the whole Doom Slayer backstory seem a little exaggerated.
the arsenal could've been better balanced too, the shotgun gets flat-out beat by the SSG (not that this is a very strange thing in a Doom game), Siege Mode is overpowered, and i felt the rocket launcher was a bit too wimpy personally.

and lastly, skippable cutscenes. i know there's Arcade Mode now, but i haven't played it that much and it feels a bit too twitchy for my tastes. if these things were added/fixed in the game, i think it would've been pretty much a masterpiece. as it is now, it's almost on the verge of being on, but not quite there.

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I also didn't appreciate how linear the game got. By the time you're in Hell, it's using strict Painkiller rules, whereby there's no real exploration and you just keep getting locked in arenas. After five or six times of this happening in a row it was starting to wear super thin. I really don't see why hell couldn't have been as exploratory as the UAC levels, and why it couldn't have been as environmentally diverse, either. I feel like id still kinda skimped us on this aspect even though the hell portion was far larger than it was in Doom 3.

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The odd lion and gargoyle busts that were all about in the classic games. The episode 4 wood panel/iron strip theme is also strangely absent.

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GoatLord said:

I also didn't appreciate how linear the game got. By the time you're in Hell, it's using strict Painkiller rules, whereby there's no real exploration and you just keep getting locked in arenas. After five or six times of this happening in a row it was starting to wear super thin. I really don't see why hell couldn't have been as exploratory as the UAC levels, and why it couldn't have been as environmentally diverse, either. I feel like id still kinda skimped us on this aspect even though the hell portion was far larger than it was in Doom 3.


yeah all the levels should have been like foundry

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Rant warning!!

Resource and health management of ANY kind. Not just:
Out of ammo for your favorite gun? Let's just chainsaw one enemy to fully restock on all ammo. Some of the runes exacerbate this issue to such ridiculous extremes that one has to ask why do the weapons even have ammo associated with them in the first place when you have to pay absolutely no attention to it.

Same with health, the world pickups other than megahealth (or whatever it's called) feel utterly and completely pointless since when you're low, just kill an enemy and get a ton of your health back or glory kill for even more. Count in the extremely generous glory kill openings (seriously, several seconds when the enemy looks like he's drunk and open for a finisher?). Also never mind the fact that if you don't kill them in this window, they get a decent chunk of health back and you can't just finish them off with one shot from pistol. Extremely annoying and basically forces you to glory kill as much as possible.

Then there's the save system.... I find it hard not to swear when just mentioning it. Stop pretending like gamers today are absolute idiots. We can handle the responsibility of saving on our own. Is manual saving SO hard to implement or what? Do you know you can have checkpoints AND manual saving at the same time???? MINDBLOWN!!!!!!!

Completely neutered revenant. He does all this fancy jumping while posing mostly zero threat.

Quad damage doesn't fit in at all. Doom never had it. Feels too quakey and it's way too powerful. Also, the design of the power ups has no character to it whatsoever. Generic colored ball or evil sphere with a promise of greater things? One megasphere please, with some fries.


These things bother me the most and I miss them a lot.

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I agree with the guy above about Quad Damage, something that Doom 16 is not missing, but DOESN'T NEED - BERSERK IS GOOD ENOUGH!

Quad Damage is, or should solely be for Quake, the next best gaming franchise out there, home to three classic games and one not so good tech update, and yet it seems the Quake franchise is DEAD and id Software are using its assets for other games, like a deceased person's possessions being distributed among relatives and friends!

Come to think of it, WE WANT MORE QUAKE!

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When it should be just Quake 3's sequel. Overwatch's aesthetic is nothing alike classic Quake. Not to mention the gameplay. But this is not the place to discuss this matter...

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Viscra Maelstrom said:

the arsenal could've been better balanced too, the shotgun gets flat-out beat by the SSG (not that this is a very strange thing in a Doom game), Siege Mode is overpowered, and i felt the rocket launcher was a bit too wimpy personally.

While I agree that the arsenal might have needed better balancing, the Combat Shotgun retains some usefulness post SSG due to its mods.
The SSG is great at close range, but the Combat Shotgun's mods give it range and I like to use its burst-fire mod against Mancubi and Cacodemons when I've got tons of shells and less rockets or energy cells, since those two enemies are quite nasty at close range (especially the Mancubus).

Siege Mode I've never found useful until I've unlocked the "move while charging" ability, since this game requires you to stay moving at all times - every time I've tried using it, I get my ass whupped.

I do find the rocket launcher pretty underwhelming, but it has the right killing ability for a weapon allotted the '5' key.

idbeholdME said:

Resource and health management of ANY kind. Not just:
Out of ammo for your favorite gun? Let's just chainsaw one enemy to fully restock on all ammo. Some of the runes exacerbate this issue to such ridiculous extremes that one has to ask why do the weapons even have ammo associated with them in the first place when you have to pay absolutely no attention to it.

While I do agree that ammo management being problematic in the game, I don't have a single problem with the way the chainsaw itself works (though some of the runes you seem to refer to I don't use for the very reasons you mention), but I do have a problem with the presence of those "fill-up all your ammo" crates.

Every time I find myself running a little low on ammo and I find an excuse to use the chainsaw, I spot one of those damned crates and feel compelled to empty them.

So yeah, the game rarely requires you to actually use the chainsaw, which seems a bit of a waste of a very cool weapon and a great gameplay mechanic.

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The single barrel shotgun is still useful with mods. As in Classic Doom, the SSG tends to be the go-to weapon, but some weapons remain useful to the end with the right mods.

The new Doom was missing the random, chaotic battles of the original. New Doom's fights are visceral and incredibly engaging but each fight is an obvious set-up with spawning waves, as opposed to a metric crap-ton of bad guys swarming the map and causing unpredictable havoc. It loses some replay value.

EDIT: While quad damage felt unnecessary it was good to see a crossover from the Quake universe. So I'm in favour of it; it's not like most of the power-ups are necessary anyway, and they're only deployed as gimmicks to make the fighting seem varied.

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They definitely held back with Doom '16. Not that it isn't gory, or even occasionally scary, but it was played a bit safer in regards to the overtly anti-Christian elements. The original had a more anachronistic approach to some of its hell elements (like the crucifixions and inverted crosses), and while I've often complained that the Giger influence should be more prominent, the visceral reaction of blatantly Satanic/ritualistic imagery is still appealing.

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MajorRawne said:

The new Doom was missing the random, chaotic battles of the original. New Doom's fights are visceral and incredibly engaging but each fight is an obvious set-up with spawning waves, as opposed to a metric crap-ton of bad guys swarming the map and causing unpredictable havoc. It loses some replay value.



exactly, this is the most missed part

classicdoom engages were unpredictable and every times different cuz of monthers random behaviour

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