this post was submitted on 07 Jun 2026
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[–] dual_sport_dork@lemmy.world 6 points 1 week ago (2 children)

Current "classic" Doom is generally played at a much faster pace overall than in the DOS era anyway, now that auto-run is a thing and the assumed default for many WADs and maps, and the majority of people are at minimum using mouse aiming and also probably mouselook.

2016 felt pretty spot-on by comparison. Eternal and its restrictive ammo capacities and "you must defeat this kind of monster exactly this way" bullshit got tiresome very quickly. Evidently nobody was brave enough at the time to tell id that if the discoverability of your gameplay mechanics is such that you feel you have to yank the player away into a dream-sequence arena to tutorialize at them with the One Approved Way to defeat that type of monster, your design is bad.

I could feel the block and parry thing in Dark Ages getting old before the trailer was even over.

[–] chunes@lemmy.world 3 points 1 week ago

I watched someone do a playthrough of Dark Ages and in the first or second level, control was yanked away from him to play a cutscene of an opening door. While he was shooting at an enemy.

That's unforgivable. I have no idea why that doesn't seem to be a big deal to so many people.

[–] zod000@lemmy.dbzer0.com 1 points 1 week ago

OG Doom didn't have autorun, but most of us that were good at it back then played it insanely fast, especially if you used a mouse. You used the mouse for forward and backward movement and when run held down, you could bolt in and out of areas in a speed I don't think i have ever seen in any other game. The modern ports with autorun and mouselook can also be played very fast, but it still feels slower to me and it is more like a slightly sped up Q3A (which I admittedly also love).