shihonage
DEVELOPER
I did a video about D44M
Great job, komrad.:mrpresident:
However, you were not hard enough on this piece of shit game.
There's also one major gameplay difference that was hard for me to quantify until now, but it is this: the agile/varied movement of enemies in Doom 4 is of great detriment to gameplay depth. In Doom1/2 they were both clustered and somewhat predictable, which allowed you to be strategic in choosing lines of fire and saving ammo by grouping the targets. It also allowed for strategy in cutting out a path for yourself.
In D44M you don't really need to worry about ammo, or health, or cutting out paths. It is such a superficial piece of shit on every possible level.
You point out that in originals, slow enemies were localized threats and thus placing them on levels was important, like it's a limitation of some kind. However, to the contrary, in Doom1/2 the levels and enemies were one. The levels were designed to hide the enemies' weaknesses and amplify their strengths. A cacodemon would be put in a narrow tunnel. Flying skulls would be put in an open space. Reverse this, and you weaken both.
The general design philosophy of the originals was that, due to your fast movement speed, the level was a porous shield between you and the enemies. You moved this shield strategically in front of you.
In D44M, your fire seems focused mostly on 1 enemy at a time. It's literally point-and-shoot. You point and shoot until you grind down the spawns and move to the next equally forgettable area which does not reward any player agency beyond jumping around like a Ferguson protester.