The 4 "P"s of DOOM's Amazing Combat - YouTube

Channel: Game Maker's Toolkit

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There’s something very special about the combat in the most recent DOOM games.
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As you bounce between enemies like an angry pinball, it’s not uncommon to come out these
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gauntlets with an elevated heart rate and a white knuckle grip on the controller, or mouse.
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Every single combat encounter is a rollercoaster ride of glory kills, weapon switching, quick
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decision making, and lighting-fast movement.
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So let’s break one down.
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Not a whole level from DOOM Eternal, but just one, single, five minute fight.
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What can we learn about DOOM combat from a single combat encounter?
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Let’s find out.
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So let’s jump to the game’s 11th stage, Nekravol Part II.
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This level takes place in a towering citadel in the heart of hell where souls are extracted for...
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uh, I dunno.
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I wasn’t really paying attention to the story.
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Anyway, the level’s first proper fight takes place in this chamber, which is built around
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a massive soul-sucking
 fountain thing.
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The first thing to note is that the area looks more like a multiplayer map than your standard
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singleplayer corridor.
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This is a pretty large, and totally symmetrical arena with different levels of elevation - including
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a raised platform at the bottom, and two areas on the sides which are accessible via ramps,
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or acrobatic bars.
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Lower down, you’ll find pools of toxic soul juice which hurt pretty bad if you tumble in.
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There are also lots of items scattered around, like ammo, armour, and chainsaw fuel - plus
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a handy overdrive power-up which momentarily gives you infinite ammo for all your guns.
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But more important than all of that, is the monsters.
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This single encounter features almost half of the entire DOOM Eternal cast - but they
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don’t all come in at once.
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Instead, they spawn in at specific points during the fight, giving the encounter a unique
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flow - which I’ve split up into a bunch of different phases.
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So in phase one we’re faced with two Imps - bouncy critters who can throw fireballs,
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a Mancubus - a bloated lump with flamethrowers, and a Revenant - a scrawny skeleton with a
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jetpack and missile launchers.
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There’s also a few Zombies, but more on them later.
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After you kill a handful of enemies, we enter phase two.
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Here, two more Imps spawn in at the bottom of the map, and four new enemies appear at
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the top.
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These are Gargoyles - basically Imps with wings, which makes them even more of a nuisance.
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Kill a couple more enemies and we get the first big baddy: the Baron of Hell.
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This guy is a super upgraded version of the Hell Knight, and relentlessly charges after
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you with deadly ground-pound attacks.
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The next phase only kicks off when you drop the Baron of Hell’s health pool to about
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a third.
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At that moment, a Pain Elemental appears.
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This dude floats around like DOOM’s famous Cacodemon - but can also spawn Lost Souls
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who zoom towards you like kamikaze missiles.
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And if you drop the Pain Elemental’s health to roughly one third, we’ll be greeted with
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two Whiplashes: slithering monsters who zig-zag right up into your face.
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Kill either the Pain Elemental or one of the Whiplashes and we enter the fourth and final phase.
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It starts with the Doom Hunter: a shield-covered baddy on a hoverboard who was introduced as
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a boss in level four, but is now liable to show up in standard encounters.
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And if you drop the Hunter’s health to about half, we’ll see the last spawn of the encounter:
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two Prowlers, who are teleporting nasties with a painful claw attack.
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This trigger system ensures that you won’t be completely inundated with different demons.
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But it does mean that if you don’t take out the biggest demons fast, you can have
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a whole bunch of monsters to juggle simultaneously.
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And while there is a predictable rhythm across all of your restarts, it’s never going to
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be exactly the same each time you play.
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Okay, so that’s the set-up out of the way.
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But how does this encounter actually feel to play?
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Well, from the moment you start playing, this combat encounter will see you asking yourself
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a number of key questions.
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Starting with this: “which enemy should I focus on?”
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Staying alive in DOOM Eternal means figuring out where you should focus your fire, by deciding
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who is the biggest threat.
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So, in phase one, the Mancubus is slow and its projectiles are relatively easy to dodge.
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Especially if you neuter its launchers with a well-aimed attack.
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That means you can leave it alone with only minimal worry while you concentrate on other
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enemies - like the Revenant, whose endless missile barrage makes it a good target for
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destruction.
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(I should note that in this specific combat encounter, the Mancubus and Revenant seem
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to be practically glued to the spot.
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I'm not sure if that’s a bug or intentional, but it does make both of them way less threatening
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in the grand scheme of things).
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In the second phase, the decision of who to fight first is largely made for you.
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The Baron of Hell is ultra aggressive and makes a constant beeline towards your position
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- so you really need to focus your fire on him.
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And in phase three, we see a good example of an enemy who demands to be taken down quickly:
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the Pain Elemental.
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Because it can endlessly spawn new monsters, it should probably be taken out pretty quick.
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Though, as it’s quite slow and the Souls go down in a single shotgun blast, you might
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be alright to leave it for a while as you focus on the more aggressive Whiplashes.
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When you’ve picked an enemy, the next question you should ask yourself is this:
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“which weapon should I be using?”
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Success in DOOM Eternal often means making smart choices about which weapon to use on
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which monster.
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The Mancubus, for example, is a giant, slow-moving target, so he’s easy to bonk with a rocket
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launcher - especially when compared to the small and nimble Revenant.
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The shotgun is great for monsters who like to get right in your grill like the Whiplash,
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while the heavy cannon is great for picking off enemies who hang back, like Gargoyles.
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The Pain Elemental is a flying enemy, and so it’s particularly weak to your ballista weapon.
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While the Doom Hunter is covered in a blue shield so you’ll probably want to use the
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plasma rifle to break his defences.
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And the Baron of Hell can be chopped to bits with the chain-gun.
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Throughout this encounter, you’ll be changing your weapon constantly.
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You’ll also want to think about the other stuff in your arsenal.
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Your freeze bombs are great for stopping the teleporting Prowlers.
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And the blood punch can deal huge damage to the Doom Hunter’s shield.
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Plus, you’ll want to choose the perfect moment to use your get-out-of-jail-free cards
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like the BFG and the crucible.
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And don’t forget about that tasty overdrive power-up.
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Great for chewing up the Baron.
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Soon enough, you’re going to run out of ammo, or lose a bunch of health.
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So DOOM Eternal throws up another question: “how am I going to recover my resources?”
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Maybe you’ll dart towards one of the health kits or ammo pick-ups on the map, but there’s
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only a few and once they’re gone
 they’re gone.
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Luckily, DOOM turns every enemy into a loot crate on legs.
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A resource piñata just waiting to be burst.
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So you can use the glory kill on staggered enemies to get health.
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The chainsaw to get ammo.
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And the flame belch to make enemies drop armour shards.
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To facilitate this, the Zombies actually infinitely respawn during the fight.
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These staggering idiots can barely do damage and get killed in a split second, but they’re
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a handy source of ammo, armour, and health.
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And in the middle of all of this chaos, you’re going to have to ask yourself the even more
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fundamental question of “where am I going to move to next?”
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Many enemies in DOOM Eternal will punish you for standing still, and others will force
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you into specific movement patterns.
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So the Baron of Hell makes you backpedal, while the Revenant’s lock-on missiles force
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you to jump and dash.
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And because there’s no such thing as cover in this game - you’ll spend pretty much
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this entire combat encounter in a state of constant movement.
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So the arena’s floor plan contains a number of distinct pathways - both
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on ground, and in the air.
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In fact, these monkey bars allow you to move between the three most elevated areas without
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ever touching the ground.
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This allows you to move around unimpeded by obstacles, while picking between different
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routes, depending on where you need to go, and what you want to do.
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So getting through this fight - or, in truth, any combat encounter across both DOOM 2016
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and DOOM Eternal - means finding answers to four key questions.
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You might want to think of these as priority, preference, preservation, and position - or,
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the 4 Ps.
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All four Ps must be considered simultaneously, and constantly reevaluated as the new information
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arises - like running out of ammo, or seeing new enemies spawn in.
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The weapons and monsters are distinct with unique properties and different weaknesses
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- encouraging you to find preferences and priorities - but without creating a single,
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“right answer” to the combat puzzle.
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Plus, the four Ps regularly feed into each other: especially by having resource management
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be part of the combat system.
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This means that running out of stuff can hijack the other questions: so your priority might
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quickly shift from taking down a boss monster to shotgunning a zombie.
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And the open level design gives you the space to dodge and weave through the environment
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as you weigh up your options.
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And with all that in mind, you can see why DOOM feels so different to other shooters.
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Indistinct enemies provide no real reason to prioritise targets, so you might as well
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pick at random.
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Two-weapon arsenals limit your ability to make interesting choices.
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Regenerating health makes you run and hide, instead of changing your engagement style.
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And a cover system means you often don’t need to think about your position, simplifying
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the mental load to only three questions at a time.
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It’s no wonder why DOOM feels so intense in comparison.
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But that’s not to say that the series is perfect.
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Especially so in Eternal, which makes a number of bizarre changes to its design
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that, in mind, meddle with the beautiful balance of its predecessor.
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So, some enemies now carry weapon-specific weaknesses - like tossing a sticky bomb in
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a Cacodemon’s mouth to instantly stagger it.
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And these are drilled into your head with pop-up tutorials on every loading screen.
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Even though other weapons will work, this can make it feel like there actually is a single right
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move you must perform to win, effectively reducing the game’s raft of tactical possibilities
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down to a single, correct answer.
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Likewise, the Buff Totem and Archvile - which continuously spawn new, super-powered demons
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- are so dangerous that they simply must become priority one.
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Compare those to the Pain Elemental, which spawns Lost Souls, and DOOM 2016’s Summoner,
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which spawns Imps - both are good candidates for early destruction, but can also be ignored
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for a while without you becoming totally overwhelmed.
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And finally, there’s the more aggressive resource management.
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The max ammo on all your guns has been massively reduced, and you’ve now got to regularly
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use the new flame belch to get armour.
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Both of these facts can push the preservation question to be unevenly pronounced in your
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mind - so you can find yourself spending more time patching up your resources than slaying demons.
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Oh, and don’t even get me started on the Marauder.
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Just... screw that guy.
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But when they’re at their best, the combat encounters in the new DOOM games are a flurry
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of fast movement and tactical decision making.
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And all of this happens in the blink of an eye.
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A single playthrough of this encounter might last all of five minutes - much less time
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than you’ve spent watching this video - but it’s an incredibly tense five minutes - with
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your brain having to be on full alert at all times as you constantly find new answers to
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those four key questions.
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I won’t blame you if you need a moment to catch your breath when the last demon drops.
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Hey, thanks for watching!
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I’m curious to hear your thoughts on which game did it best: DOOM 2016 or DOOM Eternal.
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Please leave your thoughts in the comments down below.
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As always, Game Maker’s Toolkit is funded almost exclusively by viewers like you who
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donate every month to my Patreon page.
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I couldn’t just do this without you lot.