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>> No.10516197 [SPOILER]  [View]
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10516197

>>10516194

>> No.10368362 [View]
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10368362

>>10368353
What a beautiful dose, doc

>> No.6235329 [View]
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6235329

>>6235103
>that baron flight program at 0:35
everything else is great too

>> No.5254013 [View]
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5254013

>>5253523
I'm purposefully not watching the streams and just waiting for sigil to come in. Even if it's awful I can be happy I gave Romero money, directly this time.

The packaging is still going to be hella nice. I would feel bad for whoever buys the super deluxe version though.

>> No.5212584 [View]
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5212584

>>5212554
>sometimes you want a bit more thought put in when you fight a group of enemies beyond just moving around and ripping body parts MK style.

This is pretty much my entire argument. Some of the best Doom maps aren't just an enviroment you run and shoot through, they're a bloody puzzle to be solved by using the right guns at the right times. Running through Doom 2 in full on Ultra Violence with chocolate doom, only allowing myself 2 saves per level, once at the start of the level and one midway through the level, the first time I played through Doom 2. Doom 2 has a lot of maps that are like this, and so does Doom. It doesn't feel like whatever modern games think shooting is, it's a little more thoughtful.
Even Wolfenstein 3D is a lot closer to something like Call of Duty in that regard.

Quake was somewhat the same way but I felt like it focused more solely on movement and was choked by tighter areas.

There's something to be said about correct usage of bullet spongey enemies in shooter design. It's real easy to make a ton of enemies who go down in under 20 bullets, but how many games make bringing down big chunky feel satisfying without adding RPG elements, making them bosses, or throwing a health bar on the screen?

>> No.4271023 [View]
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4271023

>>4269775
I just bought it, I'll scan it when I get it in the mail.

>> No.4255203 [View]
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4255203

>>4255192

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