Quake Champions is very much an incredibly Quakey Quake game. It’s just they did the Powerpuff Girls thing but instead of Chemical X they plopped Hero Shooter into it. It’s not the worst thing in the world and smarts + reflexes will still trump everything. It’s just really annoying that maybe I have to work a little harder because as a Scalebearer player, sure I have health/armour advantages but I straight up move slower than say - Anarki who ALSO has an on-demand heal option.
I don’t know why they didn’t just standardize everyone AND give them their little gimmick (or the bold option of not adding active abilities at all, the passives are pretty cute at least). I know it’s probably stemmed from trying to get people attached to characters (when I think cosmetics would’ve been just fine, hi Halo/Gears of War/Fortnite/etc.) because that would, on paper, keep people attached to the game. But while they fishhooked me because it handles and plays like Quake I think the extra also kind of blurs it a bit. In Quake 3 I just picked the characters I liked because I legit just wanted those to be my avatars of and for me while I wrought havoc.
I kind of flip-flop with Doom Eternal’s overall outlook while acknowledging boy this is an incredibly polished video game. There are some encounter/design problems with a few arenas and mostly highlighted in the DLCs (that kind of come off as ‘mother knows best’ with how Hugo’s talked about developing) but having gone through my… 4th? 5th? Playthrough on Ultra-Violence (and casually eyeing a Nightmare run) I ultimately surrender and revel in how tight the ship is. Everything is there to encourage you to plan, learn, and react. Arsenal cooldowns. Weapon mods. Enemy types and variants. There’s a rhythm to everything (if you, uh, ignore the weapon from Ancient Gods 2 which is incredibly powerful) that I find actually very evocative of Doom 1 and 2. Weapons shining in certain situations against certain demons with consideration of how much space you do or don’t have to work with.
This is also a big part of what helps me turn kind of a blind eye to the story in a way. The game plays amazingly well. It’s just that these darn cutscenes keep getting in the way. However brief the cuts are mid-level in order to show a player “this area is now open” or have some dialogue, it’s still kind of annoying. Bonus points (in a bad light) when it rips me out of first person. Double ‘bad light’ points if it involves a character prattling on about how uber powerful I am - or when dealing with the Khan or a Hell Priest and they’re telling me how powerless I am. Triple bad points any time it’s in first person and the Slayer is actively doing something that is out of my control. Let me shoot a hole into Mars. Let me shoot the giant hell tentacles around the ARC complex. If you’re gonna guide the player into a cinematic progression turret, at least let me left click to shoot the thing.
The story kind of has the ‘full circle’ effect for me. I was REALLY mixed on my first playthrough and even on the second I was still kind of chewing the cud on the story stuff. Then it sort of got Blizzard syndrome for me - which I’m saying in a subjectively positive light. It’s like how Reaper in Overwatch is so edgy visually he kind of comes full circle ino being cool to look at. How Warcraft’s setting has ballooned so astronomically it’s like a new expansion is going to a bookstore and getting the next X-men comic to see what ridiculousness pops out. It’s not as quaint of a setting or storytelling anymore to even the previous game, let alone any of the previous Doom games whether it’s the first two, 64, 3, or 2016. But there’s still kind of a connecting thread between 2016’s vibe of the Slayer not wanting to follow the narrative exactly and Eternal’s vibe being him actively working against nearly EVERYONE’S narrative for, as Hayden said in 2016, the “betterment of mankind”.
I can ignore all the over the top art designs, sometimes silly/nonsense name conventions, and tremendously steroided scale of the setting. I wish I could do it more or as much as Doom 2016 did by never ripping you out of the Slayer’s POV or toning down the volume of cutscenes (or at least let me bounce around in place like it’s a Half-Life game because any time I can’t control the character I’m instantly having less fun, hint hint Overwatch and your tremendous amount of CC-then-kill combos).
anyways thanks for coming to my now-horribly off-topic TED talk i really like Dewm games, uhhh headcanons?
In the vein of Quake 3 and Doom stuff? I could totally buy into some new lore or the idea of that the dude under Phobos’ helmet (the orange armoured Doomguy variant skin/character from Quake 3) is or could be the Betrayer. Tool around with Phobos’ biography, squint at some of the NPC bot lines.
I like the ideas of both Crash being either the Doom Slayer’s former superior officer from his more human days or his superior within the Night Sentinels.
(i’d be totally down for a Doom co-op shooter a la Wolfenstein Youngblood but less RPG and more pure shooter starring the Betrayer and Crash maybe doing some demon cleanup in spite of the ending of Ancient Gods 2 - or even a story that takes place before Doom 2016 or Doom Eternal)