If they can't be manly enough to make you restart from a checkpoint they shouldn't bother with jumping puzzles. What's the fucking point if there's no penalty for failure? Easily among the most retarded aspects of the game.
There is penalty for failure: loss of health that scales with difficulty, and potential loss of progress with too many fails. And given that you will fall a lot in DE (don't bother denying it. It's not hardcore but it is challenging at times), it'd be total horsheshit to frequently rob the player of progress without giving the player the opportunity to at least learn from their mistake and try again beforehand. This is pretty much optimal design as far as fair consequences for failure are concerned: it makes platforming equivalent to how any other attrition challenge plays out (combat, environmental hazards). You lose some health, as opposed to insta death. It's not realistic, but needless to say realism does not necessarily equate to good game design.
abija said:
Everyone needs to beat X at the same difficulty I did or they suck!
I haven't beaten the DLC yet. And also may pussy out from doing it on nightmare. Maybe.
But sure, this is basically designed for vets and any that can't beat it on UV then yes, they suck. UV has always been the "vets standard" difficulty for doom.
I do think Eternal is a good FPS. I never even disputed that. I just don't like the level design. How is it not a downgrade from 2016?
It's
better than 2016
Yes, 2016 was more open than Eternal in like two levels. And this was good. However it was otherwise pretty damn easy (eternal base game isn't massive incline by comparison but the level design demands slightly more skill, with frequent environmental hazards around, platforming more testing and involved than 2016, and more overall gameplay variety). 2016 was too afraid to challenge the player via its level design, and too afraid to be creative. Looking back on it there were some memorable moments and it's certainly not *bad*, but it's mostly all mishmashes into a blur of tech bases with the occasional outside area. Like Quake 2 I guess. also mishmashes into lots of basic and easier platforming. People seem to forget 2016 had a lot, it was OK, but DE does it better. 2016 levels were also pretty bland and repetitive visually. In Eternal each level is vastly different thematically. Doom Eternal also has more puzzle elements in its level design to keep things fresh, even if basic.
Throw in DE's various expansions to platforming mechanics (climbing, double dash, monkey bars) and they're just more engaging to navigate. Of course I wished both games would open up way more but there are benefits to linearity (tightly controlled design).
I'll give 2016 minor points for being slightly more open in very few instances, but everything else is better in Eternal. Bear in mind I rate D2016 level design 7/10 and eternal level design 8.25/10. I don't think it's massively better, though it comes close. Make it more open. Have even more testing level design, slightly less arenas and more letting the player tackle things on their own terms....