Editor’s Note: The original draft and most of the content of this was written by our discord mod, S.G.S. I stepped in to help flesh out sections comparing the gameplay styles of Classic Doom versus Eternal, Resource Manangement, Enemy design, and wrote the Marauder section by myself.
Honestly, I’m nothing short of thoroughly impressed this time around. id Software took the interesting but flawed attempt at action FPS that was Doom 2016, and capitalized on the potential it had in a splendid way.
Doom 2016’s resource management was handled via glory kills for health and chainsaw use for ammo, combined with more “traditional” level design with health and ammo pickups strewn about. This felt like a clash of ideals to me. Classic Doom (and a lot of older shooters) had non-renewable resources that were limited exclusively to pickups around the map, which meant that routing through the map to acquire weapons/ammo/health/armor became an important skill to master. Classic Doom was about resource gathering and attrition, which created a chain of events across a map which had context with each other. Your options later in the level were based on what resources you found, and which you spent, earlier in the level. Various maps tune this balance differently leading to some maps starving you of resources, while others have few weapons to work with; plenty of maps even place weapons in locations that require you to deal with encounters on the way.
Doom 2016, however, had a system in place that showered (heh) you with resources at a moment’s notice, which flew squarely in the face of level exploration as resource management. Combat encounters were decontextualized from one another. You even obtained weapons in a continuous fashion, meaning they were more akin to upgrades rather than resources you locate (or fail to locate) on a map. Eternal pushes this style of resource management further by adding flame belches for armor, which is another layer to manage. As such, the exploration of a level is more for progression and secrets, rather than for resources, and you don’t experience attrition over the course of the level, because infinitely respawning enemies, and infinitely refilling chainsaw/flame belch/glory kill are your source of ammo, armor, and health. Doom Eternal does not deserve to be thought of in the context of Classic Doom, it’s better to think of it as a completely different game series.
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