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This reduces a bit of the split-second strategizing when you look at an enemy formation and decide who you absolutely need to take out first. Unlike Doom's 'human' enemies (and the Revenant to a smaller extent), there are no enemies with hitscan attacks here, and no enemies that are very powerful but not durable. Heretic gets that balance off a bit too often for comfort, with a particularly egregious example in the Cathedral level where a switch required to progress is in a hidden room behind an unmarked wall. The exploration aspect is a tricky part of FPSs in this mold, where linearity is boring but overly-obtuse key and switch hunting gets in the way of the action, and you end up endlessly combing through areas you've already cleared to try to find the way to advance.
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My gameplay experience didn't measure up to Doom's though, and it was down to some very marginal differences: The aesthetic is where it really shines, with the gothic architecture and more piano-heavy tracks setting it further apart from Doom. The inventory system is pretty neat, though aside from being able to stash potions to heal on demand and using the tome of power to power up your weapons, the other items are either situational or gimmicky, and the levels aren't really designed around them so they feel like an afterthought. As other reviews have already said, it deftly negotiates the potential pitfalls of using the engine of a game as iconic as Doom, adding and modifying enough of the experience so it doesn't feel too derivative. (Played the Steam version of the three original episodes on ZDoom, Bringest Them Onest difficulty)Īnother game I get to replay after almost 30 years.
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