>>6757>"press X to awesome"Oh god that reminds me. There were some horrid sections in this where you're killing a titan or whatever and it's a stereotypical turret sequence and there's little to no challenge or method to it besides shoot the things, even on nightmare I didn't feel threatened once. I just felt bored especially when the hordes subsided and I was shooting the titan itself, it just slowly moved over as I pressed the buttons I was supposed to without any regards to reaction time or what and it died. It was so much spectacle without any substance and immediately rubbed me the wrong way since I've been playing these newer games for actual hair raising gameplay that keeps me on edge at all times and this just felt so sluggish in comparison. I think it's also a result of how they designed it too, very open areas with a bunch of enemies everywhere meant to feel more like an open warfield but removing the more layered and intricate arena design of the prior games makes it feel a lot less rhythmic in comparison since they can't have you finding cover and surveying the surroundings in such wide open arenas or with so many monster spawns. Also current DOOM is as AAA as it gets, id is owned by Bethesda which is owned by Microsoft.
Also I was thinking on the indie game I'm playing right now instead when thinking about its tutorials, and it made me consider tutorials in other games that do force you to go through them and in a way disrupt the game progressing in a linear fashion. But the main difference I think harkens back to my point about the story and writing sucking. The way proper disruptive tutorials are introduced is by being woven into the story at a point where you're not in the middle of something else, so it doesn't feel like the game is telling you to sit down.