
I think they will revisit it and turn the rip/tear moves into something used less frequently more like accentuating the action (and maybe being a key to refilling health, for example), rather than the "point." The reason I think this is because id software has to be aware that a mechanic like the one they have can be overused. I think the demo of DOOM shown at Bethesda's show might end up not being truly representative of the game - at least, the first half.


Sure, the executions are one big part that both share, but it's something countless games have had over the years, so ascribing that to BD (and BD only) feels a bit small-minded. My point is, very little of what makes me dislike the new Doom is likely to have been caused by Brutal Doom. Found the aural part of the demo rather flat and boring, with way too little crunch and zest to it. It may also have been because the sound engineering didn't really grasp me at all. Just let them shrug off the bullets while little bits and pieces fly off. But seriously, Demons with shields makes them somewhat less imposing. But that may just be me growing up and being a cynical bastard. Then there's the lack of intimidation on my part by the demons and the lack of hell-like feeling in the hell level. (I also kinda miss the easy to discern color-coded/shaped enemy sprites that were in the old Dooms by necessity.) Plus, that absolutely terrible pissfilter. Still had too much of the shooting gallery vibe instead of the "stumbling upon a room full of monstrosities" vibe. Then, there were too few enemies on screen, and way too many just warped in close by instead of descending from monster closets or roaming the area. Plus, this will get annoying as shit while you play. This is one core gameplay issue, and it will affect encounter and thus level design. The weapon switching instant slowdown and fatalities both break the flow of the game, and I do not like that at all.

Personally, and judging from the demo video at E3 only:
