>game's final boss is the menu theme remixed
>game's final boss is an alright guy just doing his job
>>2176182
game's final boss is a very beloved ally
>game's final boss is more likeable than protagonist
>You were the bad guy all along
>game's final boss fight is a qte sequence
>games final boss is main characters loved family member
>final boss is the person you tried to rescue
>Game's final boss was the easiest in the game
>game's final boss is an abstract concept
>>2176170
>game's final boss killed himself
>game's final boss was all your friends you rescued on the battlefield
>>2176170
>Game's finally boss is your best friend under mind control
>Only way to set him free is to kill him
>final boss is total dogshit compared to the final bosses of the previous games
>game's final boss is a choice
>>2178014
fallout 3? Couldn't help but to think of Colonel Autumn?
>>2178022
never played fallout actually, this works with a lot of games desu
>>2178026
come to think of it, I wonder how many are there out there that has a optional final boss fight
>>2176170
>final boss is an inanimate object and all endings all the same shit
>>2178258
Crash Bandicoot 1 technically had an "optional" final boss. If you collected all the gems and destroyed all the crates in each level, you'll get a secret pathway to avoid fighting Dr. Cortex and directly save Fawna as well as receive a descriptive secret ending talking about what happened to each of the characters went after the game finished.
Thing is, the Dr. Cortex battle isn't even hard at all. In fact, it's much more difficult to avoid fighting Cortex than to fight him because some levels are bullshittingly difficult.
>>2178258
not quite "a choice" but you can utterly cheese the late-game boss in in Ace Combat 6 (who is basically the final boss, the two missions after him are just a victory lap) by just telling your wingmen to attack him
you can ignore 90% of mission-ending objectives by just telling your wingmen to do it.
>game's final boss uses no mechanics seen anywhere else in the game
why they chose to end MGS4 with a Tekken match is beyond me
>game's final boss is the game designer on a stick
Shame on you if you don't know which game I'm talking about.
>game's final boss is God
It wouldn't be fair otherwise.
>>2178410
using gameshark is illegal, you know
>>2178453
>gameshark
>>2178410
Doom
>>2178464
Good job ruining it for everyone.
>>2178474
>>2178488
shit. ill be honest, i never played doom, i only played marathon
>>2178493
>i never played doom
Shame. It's unironically fun, even today. I still play the occasional Doom mod once in a while.
>>2178493
You should look it up. It's seriously a great game, if old as hell.
I mean, remember. This bad-boy was loaded up on a mother fucking Floppy Disk and required, don't quite me, 256 mother fucking MEGABYTES of RAM, bitch.
>>2178857
Don't quote me*
I need to proofread more.
>>2178857
>You should look it up.
i know what doom is and i played skulltag for a bit and went through a couple levels at buddies' houses in modern times, i just mean ive never done a complete run through of it beginning to end
>>2178857
>doom required 256 megs of ram
Nobody had anything close to that at the time. It required 8 max.
>>2178873
That's more or less what I meant. You should do a play through. It will make you respect modern day games more.
>>2178879
I SAID DON'T QUOTE ME.
I was just exaggerating how few resources it requires on modern machines.
>>2178883
>It will make you respect modern day games more.
>>2178895
Hah. Argument Jew. I even try to take your side and you bitch.
>>2178902
Well, I mean, if it somehow made you respect modern games, good for you... I just find it baffling. I find Doom's gameplay and level design to be a lot more creative than most modern FPS games.
>>2178914
The respect is just how games have evolved. For Doom's age the game play is still solid and feels good. The levels are not straight-forward, all the time, and frequently require back tracking. There is a bit of platforming, and secrets everywhere giving you incentive to check every corner. The story is a bit lacking in earlier titles, but you don't need much story when you are simply a Space Marine going through hell.
However, there is no "aiming" which is probably the thing people will notice first. Also, no jumping. There are not many actions you can take, you can only move, run, look, switch weapons, shoot, and use. No context sensitive actions like Running compared to Vaulting when near a low wall or taking cover next to a wall. The weapons were satisfying as well, and the enemies had a good number.
Modern FPS are moving toward linear levels with "realistic" controls, and focusing more on competitive game play instead of single player experience. That's good and bad. More complex actions give you a better sense of being in the environment. Aiming, Vaulting, Jumping, RELOADING, all of these are missing in Doom. But I see FPS moving toward the E-sport market, and kinda leaving single player to rot. I like my stories, man.
>>2179023
>However, there is no "aiming" which is probably the thing people will notice first.
Well, there's no up and down aiming in the original build, but hitting zigzagging targets dead-center horizontally still requires some amount of skill. This is more noticeable in community-made maps that are purposely low on ammo.
>no jumping
Sure, I'll give you that. But to be fair, most modern games don't really make a good use of the ability to jump anyway. Last FPS game I can remember that had a significant amount of platforming is Half-Life.
>No context sensitive actions like Running compared to Vaulting when near a low wall or taking cover next to a wall
>More complex actions give you a better sense of being in the environment. Aiming, Vaulting, Jumping, RELOADING, all of these are missing in Doom.
Okay, but in the end of the day the question is whether or not this kind of game design has made games any more fun or challenging, and my answer is no. The simpler arcade feel of older games just makes for more fast-paced and engaging gameplay, at least in my opinion. Not saying that there were no worthwhile gameplay in the innovations in the genre after Doom (HL contains many examples) but this COD-esque "realism" that's infecting the genre is a mostly negative shift. Another significant thing that's immediately noticeable is how much level design has been dumbed down since Doom instead of becoming more intricate thanks to modern new technical possibilities.
>>2179356
>Another significant thing that's immediately noticeable is how much level design has been dumbed down since Doom instead of becoming more intricate thanks to modern new technical possibilities.
My friend showed me Titanfall 2 and I thought some of those levels were pretty neat, but still pretty linear.
>>2179389
It really is a shame, because in modern games you can actually pull off more complex designs by guiding players through the environment in ways that weren't possible before.